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f3rret

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  1. Pie
    f3rret reacted to lemmy101 in IWBUMS 41.15 RELEASED   
    Lots of fixes in this one. Though big apologies to some of the crash people out there. We're really working at trying to solve your issues, and have tried a few things, but with no errors or crash traces being reported by the build, they are somewhat a mystery and hard to puzzle out. We likely haven't fixed everyone's issues, but we'll get to the bottom of it eventually and you're not being forgotten.
     
    NEW
    Renamed playstyles for clarity and to emphasise dev intent for how they should be played. Brawler becomes Survivor, Survivor becomes Apocalypse.
    - Added anim-less transitions for sneakWalk -> strafe, sneakRun -> strafe, sneakWalkLow -> strafe, and sneakRunLow -> strafe
      - Eliminates the odd turning arc while transitioning to strafe.
    - Removed strafeToWalk animation from strafeSneak -> walk/run/etc.
      - Reduces the amount the character jumps while transitioning from strafeSneak to said states.
    - Implemented SFX for lower impact car collisions
    - Added falling-zombie state.
    - Added context-menu tooltip for opening/closing curtains to display keyboard and mouse shortcuts.
    - Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1.
    - Added state transition from lunge to falling for zombies.
    - Added climb over fence transition to falling (when there's no floor on the other side).
    - Added Height map texture for puddles. This texture should increase performance when drawing puddles.
    - Added Logs/ZombieSpawn.txt to record zombie spawns.  Should record zombies spawning inside of buildings, not so much outside.
    BALANCE
    - Toned down zombies and zombie spawns a little in Survivor (formerly Brawler)
    - Reduced the delay after climbing through a window or over a fence before the player can move.
    - temporarily disabled body temperature change to help people survive winter
    - Made hit detection on body parts on downed zombies a little tad more generous
    - Bare hands in multi hit can now shove up to 3 zombies - on Survivor mode (formerly Brawler)
    ANIM AND MODEL CHANGES
    -tweaked several turn anims
    -reversed mccoy van logo
    FIXES
    - Fixed shoving the first zombie within range, rather than the closest zombie within range.
    - Fixed incorrect path to Ambient Piano
    - Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib
    - Fixed zombification from tree scratches.
    - Fixed RenderThread jobs sometimes being reported as finished before they are invoked.
    - Fixed "Random" button in the Customize Character screen resetting the player's profession.
    - Fixed molotovs and broken weapons not being removed from the player's hands.
    - Fixed item icons on the ground being twice normal size when "Double sized textures" = No.
    - Fixed issues saving the player to the vehicles.db database.
    - Fixed unicode filenames are not supported by animation/model importer.
    - Fixed not being able to open/close windows via the context menu when the player is already standing at the exact
     center of the square.
    - Stopped zombies dragging down a god-mode player to their death.
    - Lowered outside passenger positions of SportsCar (fixes a camera glitch).
    - Rip Clothing and Craft Sheet Rope work on all selected items (if they're valid).
    - Removed PerformanceSettings.modelsEnabled and PerformanceSettings.support3D.
    - Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads.
     i.e dual-core with hyperthreading, or quad-core without hyperthreading.
     - Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc).  Anything with a capital I.
    - Double-clicking tutorial and playstyle labels in the new-game screen proceeds to the next screen.
    - Fixed issues attacking while in a vehicle (infinite ammo, can't shove).
    - Try to fix exceptions in ClimbThroughWindowState.  Don't store IsoWindow or IsoGridSquare in StateMachineParams since 
    they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player)
    - Fixed lua error in DebugChunkStateUI
    - Fixed displaying LMENU as LALT.  Display RMENU as RALT.
    - Fixed clearing a keybind displays it with no name instead of NONE.
    - Fixed some weirdness in the fastforward cancel when near zombies.
    - Fixed items floating off the ground when dropped from inside a vehicle.
    - Fixed multiplying generators after using "Equip in both hands".
    - Set generator ConditionMax=100.
    - Set some vehicle part ConditionMax=100.
    - Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head.
    - Fixed Bare Hands not being counted as a favorite weapon, except when stomping.
    - Fixed "Untie Hair" option being available for already-untied hair after loading a game.
    - Fixed player not dying properly after falling.
  2. Like
    f3rret reacted to Batsphinx in Released: Vehicle Tech Test build   
    Hello! Today we’re releasing an early version of our vehicles build as a Tech Test. We are currently streamlining performance, and as such need to know how the build runs on the many/various/countless different machines that make up the PZ community.
     
    It's a Work in Progress version (and still needs a bunch of gameplay and features attached to it) but it’s also quite fun to drive around and see the sights in – so we do hope you enjoy it and like where it’s all headed.
     
    The only fly in the ointment is that we don't have a Mac build right now, and this will be coming later this week. So apologies to our non-Linux and non-PC people.
     
    Our thanks to EasyPickins, Yuri and all the General Arcade gang for all their work so far on this!
     
    HOW TO GET IT
     
    First off, if you currently have an ongoing PZ game then be sure to back up all your save files. Right click on Project Zomboid in your Steam library and select ‘Properties’ Navigate to the ‘Steam Beta’ tab A beta branch called ‘vehicle’ can be selected on the dropdown menu.  
    WHAT WE NEED TO KNOW
     
    We need to know about (computer-based) crashes that we haven’t come across in our internal testing. Please report these alongside the crash log in this thread. We need to know how your game performs on your machine for the first 10 minutes of play, and of course your system specs – and the platform version of PZ you’re running. (MSI Afterburner is a good program for this task, and its set-up instructions are here). Reports should again be put into this thread. Online capabilities are enabled but not widely tested. Any feedback from testing it out online would be appreciated.  
    WHAT YOU NEED TO KNOW
     
    This is a Vehicles Tech Test and, as such, is unpolished and unfinished. You should be aware of the following:
     
    At present cars are overpowered, and general gameplay balance is out of whack. The art-style of cars is temporary and hasn’t had the new, less intrusive, Mash textures added yet. Likewise, they are not ‘grounded’ by shadows right now. To aid community testing all cars are unlocked and fuelled. Current work on locked cars, gas tanks of varying emptiness and other gameplay can be seen with the startup command –disableeasyvehicles. Vehicle sounds are WIP and will improve, we're aware they aren't perfect but are just a first bash to make sure people have some audio feedback. Due to the current draw order some sprites and zombies car appear over cars. This means some ground sprites such as grass and zombie bodies can be drawn over cars, and occasionally cars may be drawn in the wrong order. Due to this being worked on on a separate branch, expect more bugs than usual in the non-vehicle-related realm and don't expect this to work as a stable or even IWBUMS version  
    DRIVING LESSON
     
    Once you have loaded up a new game then you’ll find cars in some driveways, and most parking lots. You can enter a car with ‘E’, though be sure to get in on the driver’s side if you want a swift exit.
     
    Press ‘V’ to open up a vehicle’s radial menu – from which you’ll find access to the ignition, car radio, headlights and more.
     

     
    Important: You use the key icon to start the car BUT sometimes repeated attempts at ignition will be required. The lack of sound effects means that failed start attempts are not made clear. When the icon at the bottom of the screen turns green then the engine is on, and you can drive.
     
    The keyboard shortcut for ‘start engine’ is ‘N’ – and this is a less fussy way to turn the key.
    Once the car has started then use the WSAD keys to drive. Other keyboard shortcuts you can use when in the vehicle are ‘L’ (Headlights) and ‘U’ (vehicle info).
     
    WHAT WE’LL BE DOING NEXT
     
    Yuri’s focus is currently on performance, and we will be updating the Vehicles Tech Test branch this week with whatever fixes are required as and when they become clear. In coming weeks we will also be working on zombie collision and vehicle impact, the exaggeration of tilts and leans when you take corners and implementing greater differences in handling between vehicles.
     
    There’s also some ‘reverse momentum physics’ when the front of the car moves up when hitting the brakes instead of pushing down which we need to add the fix for.
     
    Yuri has a full tasklist, but it’s one that’s being ticked through at a steady rate. We’re hoping that we’ll be able to release further vehicles test builds to the community whenever milestones are hit, so that we can harvest feedback whenever it’s most required in the run-up to vehicles becoming one with the main game.
     
    It’s cool to stream, as long as you clearly tell your viewers the WIP status and it being a tech test version.
     
    EDIT: 11 May 2017
     
    A new build has been released, improved the decreasing FPS in long drives (though those that start with low FPS will likely still have it), and also adding a WIP first stab at some placeholder vehicle sounds. They are not final and just to fill the silence, so no need to report issues with them.
  3. Like
    f3rret got a reaction from Mr Root Beer in RELEASED: Build 37.14   
    It's a licensing thing. The International Red Cross doesn't like it when videogames use their symbol.
  4. Like
    f3rret got a reaction from trombonaught in RELEASED: Build 37.14   
    It's a licensing thing. The International Red Cross doesn't like it when videogames use their symbol.
  5. Like
    f3rret reacted to Batsphinx in RELEASED: Build 37.14   
    Maybe this survivor was just really, really, really prepared?
     
    EDIT: and liked hiking?
  6. Like
    f3rret reacted to RobertJohnson in RELEASED: Build 37.14   
    [New]
     
    Added a "toggle to run" option in key bindings. Allows you to auto-run without holding the run key, and can be toggled on/off. Integrated a better system for the translation of the News_EN.txt on the menu screen, which now can be used for each new version. Added a "Version Info" button on the menu screen Improved ovens and microwaves: You now have access to a new oven/microwave settings UI, through right clicking and selecting 'Settings'. You can change the temperature, and use the timer dial. Ovens will 'ding' when the time is up, microwaves will turn off. Putting metal in a microwave can result in fire. Added new sounds to oven/microwave. Added "operating" light to oven/microwave. Food Changes: Some food will become less edible when microwaved, increasing character sadness. Eating food hot/cold will have relevant impact on character happiness/sadness. Lootable Map Items: Maps of urban locations within the Knox Event Exclusion Zone can be found in relevant towns, in particular spawning in gas stations. Current maps you can find cover Muldraugh, West Point, Rosewood and March Ridge. To look at a map right click it and then select "Read Map". Using the new map UI you can zoom with the mouse wheel, add your own notes and a bunch of provided symbols. You can write in 4 different colors: grey, black, red and blue - but you'll need to have found the relevant pens! Mistakes can be erased by clicking the "Delete Element" button and selecting what you want removed. Annotated maps can be shared with friends and faction members in MP Updated windows jre to 8u121. Added "annoted map" system: You'll sometimes find annoted map,just like regular map but with annotations from other survivors, they are mainly found on zombies. They can lead to foods, tools, weapons, give you some interesting places.. But they can also lead you to big crow of zombies or boarded up/trapped houses! Loots could be in cupboard, crates, bag on the floor or even hidden under the floorboards! Not all are done yet, so their spawn rate is quite high for now, will balance it during the IWBUMS tests. Added some new wood crack sounds for wood floor with stash. Deer thropies and Wheelie dumpsters to be movable. Turkish translation fixes for radio by DemirHerif. Added a "Make Small Metal Sheet" recipe, done from a metal sheet + blowtorch/welding mask, gives 3 small metal sheets. Added new server option "HoursForWorldItemRemoval": Number of hours it takes for items left loose on the ground (not in containers) to disappear. Intended to prevent item build-up putting unnecessary strain on servers. Added a new Forage UI, when foraging it'll let you choose what you're looking for (mushrooms, berries, plants, animals, materials...). Added Portuguese Brazilian translation by HiveFuze.    
    [Balance]
    Lowered the sound radius of tap water drips. Reduced the number of random building (burnt, safehouse..) from 20% to 10%. Crafting metal roof now require 1 use of the blowtorch.  
    [Bug Fix]
    Thunder sound is now tied to ambient volume. Fixed a problem in UI_EN.txt. Fixed Rosewood player spawns also resetting the spawn_region. Fixing not being able to reload weapons in normal/hard reloading difficulty. Fixed some languages having menu screen buttons misplaced. Fixed a bug where you couldn't add ingredients to evolved recipes that had already been cooked(adding sauce after cooking pasta etc) Fixed stairs pillar not set as carrying wall. Fixed nullpointer in BodyDamage.  Now stop all current action before doing a trade. Fixing walking during trade could cause duplication of traded items.           Fixed cutting cooked fish fillet resulting in non cooked fish fillet. Fixed nullPointer with certain evolved recipes. Fixed peanut butter/cheese sandwich not having nutritious values. Fixed short concrete walls blocking vision. Fixed metalwork menu popping out even if you couldn't build something. Fixed various bugs about some evolved recipes. Fixed west metal bar barricades being on the bottom of the window. Fixed random safehouse spawning incorrect zombies number. Fixed collapsed map still displaying symbols & notes. Fixed not being allowed to cut small fish fillet (weight < 1.0). Fixed some wrong painting reference for carpentry. Fixed a nullpointerExpection with dry towel. Several wall objects not being able to places (including many single facing signs). Hospital bed not being able to be picked up and showing error box when trying. Radio data reader timestamp bug causing some early broadcasts to rejected by the system. Radio/Tv commercials not working. Some erosion visual glitches like cracks appearing on fences, vines not showing properly. Radio in hand chat not logging in MP chat log. Issue with a bunch of movables turning into indestructable objects. Bug that made makeshift radio turn into a normal radio after being placed down. Office water dispensers retain water when moving. Exit sign can be places above door frames. Multi tile bath not being able to be placed again after pick up. Mannequin's can now be placed on table surfaces, and their original base tile is now considered a table. Certain objects like Tv's and radio's no longer snap to the table surface so they can be rotated in any case. Fixed some fishes having wrong weight value calcul (pikes too heavy, etc..). Fixed thunder being played for Deaf players. Fixed a crash when sleeping and spawning zombies. Added code check to avoid doing fall damage when running down stairs on laggy servers. Fixed having bleach in inventory stopping you from eating evolved recipes with more than 3 ingredients. Fixed a crash due to burning IsoCompost item. Fixed blowtorch being removed if become empty. Fixed "e" context key not working to climb down a sheet rope. Fixed server crashes when removing a non-pvp zone. Fixed a bug in the calcul of reanimate time making every reanimate to zombie almost instant. Remove bush is now possible with a stone axe. Fixed metal door fences blocking the vision. Fixed vision not updating when barricading player made construction. Now walking to the ashes when doing "clear ashes" action. Fixed a wrong calcul of the non pvp zone size when creating it. Fixed wrong properties on Lettuce item. Fixed clicking "details" in main screen open up multiple UI multiple time. Fixed duplicating factions. Remove plants + erosion data when placing floor Server options for radio tranmission staff members/invis players Some tiledef fixes Fixed oven and microwave can not be controlled from joypad Fixed do not stop alarm if alarm clock on the ground. Player can not activate alarm clock from joypad. Fixed 'Buffs/Debuffs in 4p overlap eachother' Fixed If one player is wake up in MP. Other players see screen flicker black quickly. Fixed player opening dialog window on joypad, and close on mouse will mistake the joypad focus. Fixed if joypad contain space character in the name - The game won't save it Fixed The players do not wake up without the alarm clock in MP. Fixed if players wake up in MP - the second player sees black screen. Fixed eat sounds repeated very quickly bug. Possible fix for multiplying rain collector on the ground when raining. Fixed nullpointer when testing vision of a non-existent item. Fixed players sleep mode logic. Player see "sleep clock", if he sleep. Each player wake up independently of other players. Each players can wake up if he press move keys. Added missing sync between players: curtains, LightSwitchs, Windows, AlarmClocks. Player can now select the inactive option (Sleep) from the joystick. The joypad has no control on join server page. Fixed coffee appearing 2 times in hot beverage recipe (Base.Coffee is now obsolete). Hot beverage now give thirst reduction. Fixed renaming something always put game speed at 1. Context menu "Barricade (Sheet Metal)" changed into Barricade (Metal Sheet). Your character will no longer auto drink from tainted water items. Fixed game freeze with alarm clock and -nosound option.       Fixed some of the moodles descriptions. Fixed adding fuel to a BBQ displayed "add petrol" action. Fixed wrong items distribution in bar. You can now walk over composter but are slowed by it.  
     
    New versions:
  7. Like
    f3rret got a reaction from CorpseBeater in RELEASED: Build 36.4   
    Wooo! Nice early present, thanks!
  8. Like
    f3rret reacted to lemmy101 in If it's any consolation to any out there...   
    Spoken like someone who knows very little of my taste in games or more specifically what games I find confusing and scary and stress me out  I had a conversation with RingoD literally today that started 'so what is this overwatch that everyone's going on about?'
     
    Anyway in summary I'm a gamer and a human and know damn well how hard and frustrating it can be. I also know how seeing reminders pop up reminding you you haven't got it are frustrating as all hell which makes me only feel more confident we're making the right move keeping shtum until they close.
  9. Like
    f3rret reacted to lemmy101 in If it's any consolation to any out there...   
    in a circumstance I'm not able to disclose - I'm having the NPC wait / disappointment experience myself about another game I'm super excites about. The pain is real.
     
    Enjoy your Schadenfreude!!
  10. Like
    f3rret reacted to EasyPickins in Easy Co-op Test   
    You can help test the easy host-a-game feature in Project Zomboid!
    This is available on a branch called onlinetest with beta password hailkingspiffo. (Right click Project Zomboid -> Properties -> Betas tab)
     
    Coop FAQ
     
    Here's how it works:
    There's a new button called HOST on the main screen, click it. This takes you to a new screen where you can (if you want) edit settings for the server, or just leave the defaults for a typical Survival-type experience. Choose the amount of memory for the server. Click the START button.  This will start the server using the settings you chose (or the default if you didn't choose any settings). Once the server has finished loading, you'll automatically join the server.  There is no need to enter a username or password.  Your username is your Steam profile name. Now that you're in-game, press Escape to go back to the main menu, and click the INVITE FRIENDS button. Invite any of your friends that are currently online.  They will get a notification through Steam chat that they have been invited.  
    If you receive an invite to join a co-op server, simply click the link in Steam chat.  The game will launch if it wasn't running already.  You'll automatically join the co-op server.  There's no username or password needed.
  11. Like
    f3rret reacted to EasyPickins in IWBUMS 34.15   
    Yes, I added another server option called SleepNeeded to make players get tired as they do in singleplayer.
  12. Like
    f3rret reacted to Geras in New Metalworking (spoiler) from RJ   
    That wall acutally needs a frame to be sturdy. If only sheets of metal were welded together witout additional support, the wall would be extremely flimsy and elastic.
     
    Frame:

     
    Supports compensating for zombie push (inside of fence view):
     

  13. Like
    f3rret reacted to EnigmaGrey in IWBUMS 34.15   
    Yep. Optional tiredness and health/stamina regen, along with optional sleep would make server customization very simple.
  14. Like
    f3rret reacted to Magic Mark in IWBUMS 34.15   
    Awesome, I also think adding tiredness should definitely be an optional now that a decent sleep system is in play. Could give use for the traits to come in for MP.
  15. Like
    f3rret reacted to EasyPickins in IWBUMS 34.15   
    IWBUMS 34.15
     
    Fixed the Mortality Sandbox option not showing the "Never" choice. Fixed /showoptions command displaying junk. Fixed water/electricity shutoff bugs. Fixed an exception with fireplaces when using the 1x tilesets. Fixed lighting bug rendering wall vines. Fixed sometimes teleporting to staircases on the level above when stairs are stacked on top of each other. Fixed remote-player's health not always being synced properly when doing a medical check. Fixed clearing the joypad focus for a coop player when the mouse-user closed the Sleep dialogbox. The "levelup" sound only plays when a point may be spent. It plays in these 2 cases:     1) The player gained a point while already having enough XP for a new perk level.     2) The player gained enough XP for a new perk level, and already had a point to spend. Reduced the rate of damage from poison. Fixed "other" tables in SuburbsDistributions.lua not being used. Changed the generalstore in West Point so the clothing area is separate and spawns appropriate loot. "Dig" context-menu option is only shown when clicking on a diggable tile. Allow WildEggs as cake ingredient. Fireplaces can be lit with the same items as campfires. Fixed equipped clothing items being useable as fireplace fuel. Wood stoves now work like fireplaces.  They emit light, warm/dry the player, can be used for cooking, and don't require electricity. Added IsoHeatSource system to handle warming/drying near barbecues, campfires, fireplaces and woodstoves.  (Campfires already warmed/dried the player). Fixed triggerEvent() not handling Lua exceptions resulting in a memory leak (reported by Jab). Fixed client exception toggling PVP in multiplayer. Prevent exceptions in multiplayer when a client wields an unknown type of item. Fixed being allowed to dump dirt onto non-existing floors at z > 0. Replaced furniture-moving context menu with a panel that shows when the mouse is over it.  One less click required. Added SleepAllowed server option for multiplayer sleeping.  Players may sleep at any time.  When all players are asleep, the server clock speeds up.  Players sleep until they wake themselves by aiming or moving.  Players may wake other players.  Zombie attacks also wake players. Pressing the A or B button on a controller exits to the menu after player death. Changed "Bag of Oats" back to "Can of Oats" Added "Zoom Levels" checkboxes to the options so users can choose zoom levels. Fixed player traits not getting sent to the server.  This caused Graceful and Inconspicous traits to be ignored when testing if zombies noticed the player. Fixed always spawning in the same house in multiplayer.
  16. Like
    f3rret got a reaction from DresdenBBQ in IWBUMS 34.15   
    Sweeeeeeeet!
  17. Like
    f3rret got a reaction from LeoIvanov in IWBUMS 34.15   
    Sweeeeeeeet!
  18. Like
    f3rret got a reaction from Kuren in IWBUMS 34.15   
    Sweeeeeeeet!
  19. Like
    f3rret reacted to Batsphinx in Secret Mission Screenshot Challenge!   
    I dunno. Why don't you go and take a look?
     
    [and screenshots plz]
  20. Like
    f3rret reacted to RobertJohnson in RELEASED: Build 34.10 - Food Tracker Build   
    Update 6 (really small one, it's week-end and no coffee yet! AAHHHHH)
     
    Fixed some crash/possibly rotten food day 1 bug Pasta/Rice can now be done with a pot
  21. Like
    f3rret reacted to Magic Mark in RELEASED: Build 34.10 - Food Tracker Build   
    You should still be able to cook Pasta and Rice in a pot of water. It's pretty much how you are supposed to do it in a lot of cases.
  22. Like
    f3rret got a reaction from CaptKaspar in Build 34 Discussion   
    I'm pretty certain they said that going to the bathroom wasn't going to be included in PZ, ever.
  23. Like
    f3rret got a reaction from CaptKaspar in Build 34 Discussion   
    RJ wants the main build thread to be for stats, so let's use this one for discussing the build.
     
    I don't want to try to overcomplicate things, but wouldn't it be a good idea to throw in a general "nutrients" variable to go along with carbs, lipids and proteins? The jar of vitamins would be an easy way to add "nutrients", and would give them more of a purpose. Spinach would be high-nutrient, and celery would be low-nutrient, for example.
     
    Food and nutrition is such a complex thing, it will be interesting to see how this all works out.
  24. Like
    f3rret reacted to Batsphinx in RELEASED: Build 34.10 - Food Tracker Build   
    Does eating a big steak improve it?
  25. Like
    f3rret reacted to RobertJohnson in RELEASED: Build 34.10 - Food Tracker Build   
    Update 3!
    Added freezer (icons are placeholder! Mash will do way better than me )Every fridge (will be changed) have now a freezer, possibly with some food in them (if so, I lowered a tad the food spawn in fridge) Place food (not everything can be freezed!) in freezer and wait a bunch of time (check the item details to see the progression) and it'll be freezed! Frozen items have way more time before getting rotten (about 50 times more), but you'll need power to have the freezer on To unfroze an item, just take it in your inventory or put it in the oven for some time (item first unfroze THEN start to heat for cooking) Fixed pasta & rice not give back the pot when ate. Fixed eating only a portion of food giving .weird nutrition bonus Fixed creating pasta bowl giving rice bowl. Fixed incorrect berries values for evolved recipes Fixed some incorrect mushroom values for evolved recipes Balanced some nutrition values (thanks a lot to all of you guys for this )
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