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ditoseadio

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  1. Like
    ditoseadio got a reaction from Luxus Zigard in Spanish Translation   
    Vamos a echar una mano...
     
    He arreglado lo de las mayúsculas en las palabras, así como las que he ido encontrando mal escritas.
    También he cambiado algunas cosas que creo estaban mal, como Beta blonqueante que lo he sustituido por Pastillas para la ansiedad ya que su función en el juego es para reducir el pánico.
    También he cambiado Heces (¿?) por Gaseosa.
     
    Creo que se podría mejorar aún más no haciendo traducciones tan literales, por ejemplo poner Bolsa de yeso en lugar de Bolsa de polvo de yeso.
     
    Revísalo y me cuentas a ver qué tal 
  2. Like
    ditoseadio reacted to blindcoder in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    I just released version 0.3.0 of this mod.
    Changes:
    Allows you to bulid a project even if you lack the skill requirements. Attempting this may FAIL though, losing crafting ingredients in the process and injuring the player.
  3. Spiffo
    ditoseadio reacted to Batsphinx in IWBUMS 41.46 released   
    41.46

    NEW

    PERSISTENT ZED OUTFITS
    - Zombie appearance is now mostly preserved when reloading.
    - Added Zombie.Outfit.Random debug option to disable persistent outfits and choose random ones when zombies are loaded.
    - Added AttachedWeaponDefinitions class to avoid parsing the Lua table every time a zombie spawns.
    - Rewrote ZombiesZoneDefinition to avoid parsing the Lua table each time a zombie spawns.
    - Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
    - DebugChunkState displays all the zones at a location.
    - Moved client/Definitions to shared/Definitions. server/recipecode.lua uses ClothingRecipesDefinitions.

    ADDED TRAILERS
    1) If in debug use addVehicle("Base.Trailer") to spawn a trailer.
    2) Park a vehicle with it's rear end near the front of the trailer.
    3) Looking at either the vehicle or the trailer, use the vehicle radial menu and choose "Attach Trailer" (the plus-sign icon).
    Vehicles should have an attachment named "trailer" that is aligned with the same attachment on the trailer itself.
    Vehicles without this attachment will connect somewhere on the rear of the vehicle.
    Editing attachments on vehicles is a new thing in the vehicle editor.

    - Added support for multiple collision shapes on vehicles. This is to support the trailer hitch extending forwards of the trailer's body. Shapes must be added in the vehicle's script.  They can be edited in the vehicle editor under the new "Physics" section.
     A maximum of 10 shapes is supported, minus one for physicsChassisShape.
    - Updated the vehicle blood and damage textures. Damage and rust textures are applied to the trailer. The blood texture doesn't currently appear, however.
    - Simulate a rope when towing cars: breaking too much at full speed and your towing car will bump into you.
    - Added uncovered trailer Base.Trailer.  Base.TrailerCover is the covered version.
     The uncovered trailer FBX is missing the second UV channel.
    - Trailer brake lights will come on when the vehicle towing it's brake lights are on.
    - Added 4-wheeled advertisement trailer.
    - Added 'world' attachments to some weapon models so they are positioned better when on the ground.
    - Added new advertising trailers. The "Set Script" vehicle debug-menu command picks a random skin.
    - Added trailer car crash story.

    NEW ZED STORIES
    - Sometimes in forests, at the beach or next to lakes, you'll find people who were zombified doing different activities.
    - Beach party, fisherman trips, forest campement...
    - BBQ party
    - Sexy time (!)
    - Hunter camp
    - Trapper camp
    - More!

    GENERAL
    - Added beer can & beer bottle item.
    - Recipe tooltips now display available items in white text above unavailable items in grey text.
    - Stop emote animations when the "Cancel Action" key or the controller B button is pressed.
    - Added more gun attachments models, fixed missing ones.
    - Added ammo straps as clothing item. Can be worn, exist with shells or bullets, can increase reload speed (shells for shotgun/bullets for the rest).
    - Added possible bullet vest on police outfit.
    - Added several new hair cuts
    - Added new beard styles.
    Added a HairOutfitDefinitions.lua definition file:
    - Allow to spawn some haircut only on specific outfit.
    - Force some haircut on some outfit (ZombiesZoneDefinition.lua take precedence over it)
    - Added some outfits for Zed Stories.
    - Implemented new hats/eye patch (icons, functionality etc).
    - Added the JOIN_IDENTICAL_VERTICES option when loading models.  This can greatly reduce the number of vertices in a model.
    - Updated translations.

    BALANCE

    - Damage to car parts from melee weapons now made more accurate to type of weapon
    - Changed damage from hitting zombies with car: speed exponentially increases damage. Also made attempts to stop sprinters hammering on the rear of car and destroying it too fast.
    - Whiskey bottle with water weight now more in keeping with whiskey bottle weight
    - Decreased the gain in drunkeness from drinking beer bottles/cans vs. spirits
    - Made alcohol->drunkeness slightly more potent when character has an empty stomach
    - Disassembling Lamps now gives a Lightbulb
    - Log Stacks recipes to always use 2 Ropes, instead of 1 Rope per Log
    - Beverage can now be prepared with only sugar
    - Sugar and coffee now drainable items (due to be reverted in next patch due to internal rethink)
    - Hood/bonnet now repairable with metal sheets + screws or torch
    - Uncooked pasta or rice in a pot/pan of water will now eventually rot 
    - Balanced trunk and glove box capacity on vehicles and trailers
    - Increased watch spawn rate on zombies.

    ANIMS

    - Added Zombie_WindowLungeHitReact.X.
    - adjusted bob_sitground anim to finish on correct pose
    - tweaked sitting anims to blend a little better

    MODDING / DEV

    - Added support for custom decals, clothing and outfits in mods.
        Each mod may have it's own copy of these files:
            media/fileGuidTable.xml
            media/clothing/clothing.xml
            media/clothing/clothingDecals.xml
        The above mod files no longer override the game's files with the same name.
        Mod decal groups and outfits with the same name as one the game defines will override the game's.
    - Added support for custom beard styles and hair styles in mods.
    - Added a new script item property named AcceptItemFunction which specifies the name of a Lua function to test whether an item is allowed in a container. 
        This is in addition to the existing OnlyAcceptCategory property which tests InventoryItem:getCategory().
         For example, to allow only medical items in a First Aid Kit, add a line to clothing_bags.txt:
         item FirstAidKit
             {
                ...
                AcceptItemFunction = AcceptItemFunction.FirstAidKit,
             }
         And add this function in a Lua file:
             function AcceptItemFunction.FirstAidKit(container, item)
               return item:getStringItemType() == "Medical"
             end
    - Changed Color.HSBtoRGB() to return a Color instead of Integer[3]. If you want the integer values, use Color.getRedByte(), Color.getGreenByte() and Color.getBlueByte().
    - Challenges may define a function named getSpawnRegion() to allow multiple spawn points and spawn regions. Previously only a single fixed spawn point was supported.
     See the commented-out Kingsmouth.getSpawnRegion() function for an example.
    - A challenge's AddPlayer() function is now called when creating new players in existing games.
        This is used by the CDDA challenge to start new players naked and injured, for example.
    - The "OnEat" item-script Lua function is now called with a third parameter named 'percent' to indicate what percentage of the remaining amount of the item was consumed. Also, the function is called before the food is consumed.
        See OnEat_Cigarettes() for an example of how it is used.
    - Fixed unrecoverable TextureCombiner errors when a texture couldn't be loaded.
        Missing textures are displayed as a red and white checkerboard texture.
    - Display the filename of an asset that fails to load in the exception message.
    - Fixed multithreading issue with OutfitRNG. ImageData constructors throw exceptions instead of catching them now. 
    - Fixed not properly reloading modified textures that previously failed to load.
        This doesn't handle texture files that were previously missing, only ones that failed to load.
    - Added a two-second delay before DebugFileWatcher handles changes to modified files.
        This is to address two things:
            1) The file may still be being written by another application that is saving it.
            2) Sometimes there are multiple events for the same file, such as a "create" event followed by one or more "modified" events.
    - ISSliderPanel now checks for shift-clicking instead of whatever key "Run" is bound to.
    - Changed puddles rendering to use vertex buffer objects, reducing the number of calls needed to render them.

    CUTAWAY FIXES

    - Fixed stretched window cutaways 
    - Fixed vents not cutting away / turning transparent like other objects
    - Fixed Short walls in Prison not cutting away in a nice way
    - Fixed Double door cutaways - were previously offset on a building
    - Fixed stairs not cutting away properly

    FIXES

    - Fixed not being able to choose a texture in the character-creation ui for clothing items that don't have models. For example, Denim Shirt and Leather Gloves.
    - Fixed "Override:true" not working in mod recipes, resulting in duplicate recipes.
    - Fixed the skybox texture not updating after fast-forwarding (F5 or F6 or sleeping).
    - Fixed SkyBox.update() allocating Color and Vector3f each time.
    - Fixed the Skybox.Show debug texture size changing when zooming.
    - Fixed less than one unit of Twine being returned when destroying a Stick Trap.
    - Fixed server-side STrapGlobalObject calling client-side CTrapSystem:sendCommand().
    - Fixed items that weigh less than 0.005 being displayed as 0.0 weight. Now items weighing less than 0.01 are displayed as 0.01. For example, Screws.
    - Fixed double metalwork doors giving planks and nails when destroyed.
    - Fixed loading the SQL library from the user's Temp directory on 64-bit Windows.
    - Fixed missing animation for unloading bullets from rifles without magazines.
    - Fixed being unable to remove the key from the ignition when clicking on the key icon in the dashboard when the "Leave Key In Ignition" option is on.
    - Fixed controller not being able to open Fitness UI (The controller Y button opens it from the health UI)
    - Fixed sunstar motel arch cutaway.
    - Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
    - Fixed closing the health panel closing after opening fitness panel.
    - Fixed a multi-monitor issue on Linux.  Sometimes resolutions for the non-primary monitor were detected.
    - Fixed errors cleaning bandages using a sink/etc.
    - Fixed not walking to the water-containing object when cleaning bandages from a sink/etc.
    - Fixed student zeds could spawn with 2 bags.
    - Fixed muzzle flashes emitting no light during the day, even in dark rooms.
    - Fixed the shovel not appearing in the player's hands when filling a grave, if the shovel wasn't already equipped.
    - Fixed animation when burning a corpse with gas.
    - Fixed exception in InventoryItem.synchWithVisual() when an item's IconsForTexture list is smaller than the number of
     clothing textures for that item.
    - Fixed formatting bug in clothing_pants.txt related to Shorts_ShortDenim.
    - Fixed the "Remove Broken Glass" context-menu option not being shown as disabled when the player is holding an item in the left hand.
    - Fixed the health panel being shown when displaying the fitness ui, when using a controller.
    - Fixed errors pressing keys during the "This is how you died" loading stage.
    - Fixed FileNotFoundException when loading mods without clothing.xml.
    - Fixed an exception turning an equipped radio on or off when a generator is nearby.
    - Fixed surprise zombies in spawn locations, even though this was frequently hilarious. Zombies are now removed from the inside and around the building the player spawns in, when creating a new player in an existing game.
     This does not include reanimated player zombies. Also, house alarms are disabled.
    - Fixed player not spawning in the correct location when creating a new player in an existing challenge
    - Fixed getting max benefit (or harm) from smoking part of a cigarette.
    - Fixed not being able to interrupt closing windows or smashing windows.
    - Fixed the player turning when following a very short path.  Now the player will strafe to the new position without turning. For example, when smashing a vehicle window, the player would turn around, walk to the required position, then turn to
     face the vehicle again before smashing the window.
    - Fixed vehicles dropping to the ground when loading or spawning them.
    - Fixed PhysicsDebugRenderer not being thread-safe.
    - Fixed zeds taking too long to stomp to death in certain conditions
    - Fixed being able to build a floor on farming plots
    - Fixed return items when dismantling of double doors
    - Fixed doorframe going invisible when painted light blue
    - Fixed male tourist outfit spawning wearing dresses/skirts.
    - Fixed extreme length of required stomping on zombies in some situations.
    - Fixed various map bugs
    - Fixed untranslated names of burnt vehicles being displayed in the radial menu.
    - Fixed some bags not playing "zip" sfx when interacted with
    - Fixed painted boxes not showing color correctly
    - Fixed having hood up and equipping hat replacing whole hoodie with hat, instead of removing hood and putting hat on
    - Fixed not being able to "Put Out" BBQ
    - Fixed non-centered multiple lines of text horizontally in the radial menu.
    - Fixed split-screen rendering issue with puddles.
    - Fixed a rendering issue with water that resulted in visible lines along chunk boundaries.(Water flow and speed weren't updated when adjacent chunks were loaded.)
    - Fixed a bug where fixed capacity defined in vehicles wasn't used.
    - Fixed Default Sprint key on MacOS being LMETA instead of LMENU.
    - Fixed hedges not slowing players and zombies. (Players in ghost mode or noclip are not slowed by hedges or trees.)
    - Fixed clothing condition and wetness resetting when switching from hood-up to hood-down, etc.
    - Fixed the controller A button entering vans instead of opening the rear door to access the trunk.
    - Fixed the wrong strafe angle being used when walking short paths.
    - Fixed max capacity for vehicles not being saved.
  4. Spiffo
    ditoseadio reacted to Batsphinx in IWBUMS 41.43 released   
    NEW
     
    - Updated with new controller icons on gameplay screen when playing with pad
    - The inventory and loot windows are collapsed right away when the player begins aiming, unless they are pinned.
     
    - Interrupt zombies climbing through windows if the player is closing the window.
     This applies if a zombie is starting to climb through a window, and isn't over the window sill.
    - Block the player closing a window if a zombie is climbing through it. The player plays the 'struggle' animation if a zombie is over the window sill.

    - Added "Automatically Drink Water When Thirsty" accessibility option.  It is on by default. Right-clicking on a water bottle when thirsty displays a new option "Quench Thirst". This option isn't displayed for food (such as pop cans), only water containers. Each unit of water removes 10% of thirst, as always.  So some thirst below 10% may remain after drinking.
     
    - Added "Leave Key In Ignition" accessibility option. When enabled, the key remains in a vehicle's ignition when the engine is shut off.
     
    PERFORMANCE
     
    - Improved pooled objects, which should in turn improve performance in areas of high zombie density.
     
    (On Six Months Later settings, for example, game was taking above 6ms to release an AnimationPlayer when removing one zombie from the world. This time has now been lowered to about 0.01ms - 0.03ms).

    BALANCE
     
    - Removed attack that was standing in for a cancelled jaw stab
    - Added more floorboard stashes, including some exotic ones.
    - Increased chance of finding an annotated map
    - Increased the chance of finding a Survivor Zed
    - Refined the outline colour when aiming at zeds with a firearm - green now appears when the chance of getting a good shot is a lot more likely
    - Increased chance of clip found in guns or next to it.
    - changed sleepyhead and wakeful sleep times
    - Added traps being destroyed in streamed world returning same items as when destroyed in 'offscreen simulation'

    MODELS/ANIMS CHANGES
     
    - Adjusted multiple bags and apron mesh so they don't clip each other
    - Made welding mask replace hats and vice versa (can't wear at same time)
    - Made it so earrings don't clip through hoods
     
    FIXES
     
    - Fixed crawling zombies hitting the player in a vehicle when doing the fence/window crawl attack.
    - Fixed the controller focus being on the load-game screen after loading a game with the controller active.
    - Fixed the inventory and loot window selections being cleared sometimes while dragging items. This resulted in dragged items not being rendered.
    - Fixed the vehicle dashboard remaining hidden after hiding the ui while inside a vehicle.
    - Fixed the crafting, map, and mechanics UIs blocking all keypress events.
    - Fixed multiples of "Time Before Corpse Removal" passing before corpses are removed.
    - Fixed corpses moving and changing from male to female when rotting.
    - Fixed Lua error while loading a challenge if all Lua files were reloaded due to mods.
    - Fixed multiple player-death sounds playing.
    - Fixed the inspect-clothing ui displaying the wrong bite/scratch defense values for items with neckProtectionModifier < 1.
    - Fixed bite/scratch defense bonus on the neck being reduced on clothing with neckProtectionModifier < 1.
    - Fixed setting the sandbox start time to 5AM starting at 9AM.
    - Fixed "Pouring in" being displayed in the inventory window when combining Thread.
    - Fixed stashed planks not working (the container "hidden" in the floor).
    - Fixed hotbar appearing for controller users
    - Fixed CTRL+A in the inventory and loot windows causing the player to turn.
    - Fixed missing function name in "xxx not defined for operands in null" exception messages.
    - Fixed not taking bullets from bags to reload a magazine when using the radial menu. Bullets in bags were taken when using the context menu.
    - Fixed being able to pour dirt onto water tiles
    - Fixed rugs/carpets being removed with certain actions calling addfloor (pour/take dirt, build floor)
    - Fixed some benches requiring different tools for different facing directions
    - Fixed objects not being able to click or added to context menu when 'under/behind' a collapsed wall
    - Fixed pouring the same thing out the same type multiple times on a tile (sand/gravel/dirt)
    - Fixed park ranger not having his/her walk through trees work correctly
     
  5. Spiffo
    ditoseadio reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  6. Spiffo
    ditoseadio 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.
  7. Like
    ditoseadio reacted to lemmy101 in IWBUMS 41.32 released!   
    NEW
     
    - Map and crafting window can now be closed using ESC 
    - Fishing with a spear has new SFX
    - State changes now respect partial consumption of foods
    - Ropes can now be used as sheet ropes
    - Targetting system now prefers shooting targets closer to the player's z-level.
    - The door-lock icon in the vehicle dashboard is now drawn in yellow if some (but not all) doors are locked.
    - Synced zombie thumping animations with the thump impact on doors and windows (except the window-rubbing animation, which doesn't have an impact).
    - Placed Wire in the metalwork-menu tooltips with the other materials, instead of under the skill level required.
    - Sandbox options with non-default values are highlighted
    - Added aiming at floor when you're aiming at a zombie on ground (only works when static for now, strafing will be the same) for every weapon.
    - Added talkie walkie static models.
    - Added ability to attach walkie-talkie on the belt having seen how awesome it is in Planetalgol's mod. (Check out his stuff!)
    - Balanced all weapons range/angle, some weapons were missing angle (meaning you could hit from a 90° angle), some range were way too big.
    - Better bones masking for melee attacks, hips will now be included, so the melee attack will feel less weird.
    - Can now uppercut/overhead attack while moving.
    - Zombies will now thump a car with siren/alarm on, siren will eventually get destroyed by thumping zombies.
    - Added corpses removal default settings in SP: After 9 days a corpse will either disapear or transform into skeleton (skeleton will then disapear 9 days later).
    - If you're able to hit a zombie, you won't hit any thumpable, doors, windows, etc.

    Zed fence/window behaviour improvements:
     
    PLEASE NOTE THIS IS IMPROVED, BUT NOT FINAL - potentially still some issues
     
    - Zombies won't always do their lunge attack even if they can.
    - Player will not 100% fall on the ground, but do a dice roll depending on stats to check if he falls or not, if not, they'll slightly lose his balance.
    - Fixed zombies trying to lunge on a different Z levels player.
    - Added missing weight in calcul for some chance to fall during certain actions.
    - Fixed too much range sometimes on the zombies fence lunge attack.
    - Fixed missing transition from shove to bump.
    - Fixed fence-lunging and window-lunging zombies lateral movement being restricted.
     
    Nerfed backstabbing:
     
    - Before there was a 100% crit chance with knife when backstabbing, now it will occurs only if the zombie is unalert
    - The crit chance for other weapons during backstab is lowered if zombies are alert, but greatly increased if unalert
     
    Populated many chunks with forage zone via a code solution:
     
    - Forest zones are automatically added to allow scavenging in areas where such zones haven't been placed by the mapper.
      These zones cover exactly one chunk.
      These zones are always of type Forest, never Deep Forest.
      These zones aren't saved.
      A chunk must not be part of a Nav zone or a Town zone, or an existing Forest or Deep Forest zone.
      Automatic Forest zones require all neighbouring chunks to have trees
     
    BALANCE
     
    - Clothes can be washed without soap but it takes much longer
    - Lacerations can now be bandaged with dirty rags
    - Increased nutritional value of caught fish
    - More loot in sewing boxes.
    - More canning equipment in kitchen (jars/jar lids)
    - More painting materials in crates.
    - Increased fingerless gloves spawn rate.
    - Added more loot to the junk table
    - More clutter in kitchens.
    - More loot in sheds (mechanics stuff, saws etc)
     
    MAP FIXES
    Fixes to:
     
    Bathrooms with toilets facing each other
    Doubled up shelves/counters
    Accidental additional walls
    Missing windows
    Missing doors
    Missing lightswitches
    Incorrectly placed furniture
     
    FIX
     
    - Fixed Mildew Spray not being pourablr on the ground
    - Fixed Tall Fences and Log Walls not being part of cutaway system
    - Fixed tile with a wall from an intersecting wall not fading away with cutaways
    - Fixed incorrect timed action on chopping down tree with axe
    - Fixed floors built on water being invisible.
    - Fixed rendering floors above water on z > 0.* by tim
    - Fixed errors loading lua files from mods.
    - Fixed issues with hoppable seats placed next to walls - transparent walls and jump through-able walls
    - Fixed fence-lunging zombies hitting players in vehicles
    - Fixed "Choke Tube Full" making the Shotgun unusable (it set the MinAngle to 1.0).
    - Fixed sandbag and gravelbag sprite changing to a burned wall when burned
    - Fixed Character.Debug.Render.AimCone rendering (the angles were wrong)
    - Fixed save folders and game modes not matching the English UI labels.
    - Fixed the order of Blow Torch and Welding Rods in metalwork tooltips changing depending on availability.
    - Fixed vision through windows by adding the transparentN/transparentW flag to all window sprites
    - Fixed the player clipping through tall fences while climbing over.
    - Fixed the player not going over a tall fence when starting the climb from too far away.
    - Fixed fake-dead zombies not counting as "on the ground" when running over them with a vehicle.
    - Fixed the player shouting when honking the horn when the Shout key is the same as the Vehicle Horn key.
    - Fixed VehicleCrash1 and VehicleCrash2 sounds not being defined in sounds_vehicle.txt.
    - Fixed some keys not working after viewing an annotated map.
    - Fixed missing Stash_MarchRidgeMap6_Text3 translation.
    - Fixed the JOIN button not being greyed out in the main menu (changed by Zac).
    - Fixed not being able to attack zombies through see-through carpentry doors (i.e., chainlink gates).
    - Fixed zombies sometimes facing odd angles when thumping doors and windows.
    - Fixed wrong angle calcul when aiming at zombies on ground.
    - Fixed skill magazines not being removed from inventory when used as fuel for barbeques and fireplaces.
    - Fixed quick stomp when shoving zombie to ground + shove after killing a zed with stomp.
    - Fixed fences door being more resistant than fences.
    - Fixed zombies crawling through walls and fences when lunging at the player, after climbing through a window or over a fence.N
    - Fixed zombies getting stuck in the grace period of AttackState after the player dies (standing with their arms outstretched).
    - Fixed the context menu sometimes being placed too far away from the hotbar.
    - Fixed the zombie population renderer not showing buildings in the right column and bottom row of cells.
    - Fixed player getting double attacks sometimes due to bAimAtFloor switching while an attack animation is playing.
    - Fixed, hopefully, the Wash'Bloooo' bug.
    - Fixed sandbox options "attack block movement" not working.
    - Fixed some weapons (revolver, dbl barrel shotgun..) jamming when they should not.
    - Fixed media/textures/patches/patchesmask.png getting loaded on the wrong thread.
    - Fixed not being able to drop individual parts of multi-part furniture items (like beds).
    - Fixed the zombie "stutter" when going in a room while they're chasing you.
    - Fixed Sack not being empty (with items inside it) being used to take dirt/sand/gravel.
    - Fixed red veteran shirt having purple color.
    - Fixed one of the generic outfit of zeds (one with the long leather jacket) always having white trousers.
  8. Like
    ditoseadio reacted to lemmy101 in IWBUMS 41.30 Released   
    NEW
     
    - Spiffo's Secret Special Sauce. CONTENT REDACTED.
    Zoom improvements:
    - Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures.
    - Fixes to non-diamond floor sprites' tile seams.
    - Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out.
    - Cleanup of sprite shapers.
    - Added WallOverlay property to some trailer sprites to fix seams (not completely fixed).
    - Added is-floor property to two flat trailer-roof tiles to fix seams and lighting.
    - Fixed missing flags on a couple of floor tiles to fix seams and lighting.
    - Revised Iso sprite padding to reduce overlap and minimize seams.
    - Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion.
    - When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look.
    - When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts
    - When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering.
    - Fixed edge-tile seam artefacts on shorelines.
    Cutaway improvements:
    - Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0.
    - Timer now stops cutaways and other visibility/hiding effects flickering
    - East walls from character on Z=1 levels now work correctly
    Polished animations when working on vehicles:
    - Fixed character angle snapping when opening the hood.
    - Play an animation before the mechanics window shows (while examining the vehicle).
    - Play animations when adding/removing gas. Display the gas can model in the player's hand when using one.
    - Play animations when installing/uninstalling parts.
    - Increased the time to install/uninstall tires.
    - Ensure the player is facing the vehicle before smashing a window.
    Temperature system improvements
    - changed room temperatures to be more accomodating until heating/cooling devices are introduced
    - fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain
    - reinstated food consumption for combatting teh cold, but decreased impact severely
    - toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating
    - changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes.
    - changed core celcius recovery faster when trend is moving towards setpoint
    - changed bodywetness having a slightly stronger impact on heat gain/loss
    - changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low
    - reworked and finetuned some parts of thermoregulator
    - removed hunger effect of Thermoregulator in favor or increased calories intake.
    Vehicle/Player DB
    - Players are now saved separately from vehicles.
    - Players are saved in a file called players.db. Vehicles are still saved in vehicles.db.
    - The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed.
    - Added a cursor to choose squares to remove blood from.
    - Multi stage build now show a plank in player's hand when building.
    - Added pouring water with watering can (for farming eg).
    - Take fuel from gas pump now use an animation.
    - added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings
    - Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall.
    - Added sewing kit texture.
    - Smashed bottle is now a stab weapon, won't do damage to door or trees anymore.
    - Sync the sound and action of racking a rifle with the animation better.
    - Added a note in a gun's tooltip when it requires racking to chamber a round.
    - Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles.
    - Changed the "wash yourself" animation.
    - Now possible to recover and repair a weapon used in Spear creation
    - Increased chance to hit ranged weapon when zombies are really close.
    - Sprinter zed attacks now slow the player down.
    - The controller B button toggles sprinting on and off.
    - Increased time to heal some wounds.
    - added ability to remove grass and wind effect that appears on street cracks
    - added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ)
    - added DeviceData getEmitter for modder purposes
     
    BALANCE
     
    - Increased spawning of cigarettes on zombies.
    - Zombies can now spawn lighter, matches & digital watches.
    - Increased various metal working related items spawning rate.
    - Increased mouse trap, gardening spray spawning rate.
    - Chainlink fences are dismantlable, giving MetalBar and Wire items.
     
    FIXES
     
    - Fixed sprinter zombies running through the player.
    - Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice
    - Fixed the clothing dryer being plumb-able (removed waterPiped property).
    - Fixed race condition leading to an exception when starting up the game.
    - Fixed pistol spawning without a magazine in the last stand challenges.
    - Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level.
    - Fixed fishing line always breaking when catching something.
    - Fixed foraging action not auto-repeating if nothing had ever been found in that area.
    - Fixed which animation plays when taking dirt/gravel/sand with a Trowel.
    - Fixed bottom-right quarter of the screen not being painted black with three coop players.
    - Fixed broken spear remaining in the secondary hand after it breaks while fishing.
    - Fixed some "require xyz failed" error messages.
    - Fixed water-related rendering exception.
    - Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall.
    - Fixed lighting on floor blood splatters again.
    - Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping.
    - Fixed the forage animation only affecting upper-body bones.
    - Fixed AxeMan trait not affecting animation speed when fighting or chopping trees.
    - Fixed saw logs not defering lower bones.
    - Fixed grab items (right click on item -> grab) not using any animation.
    - Fixed lua exception when a zombie's clothing is destroyed by a player's attack.
    - Fixed vehicle headlights starting too far in front of the vehicle.
    - Fixed overlapping text in the inspect-garment ui.
    - Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles.
    - Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle).
    - Fixed players climbing through windows over obstacles and then onto water.
    - Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes.
    - Fixed the Riverside hotel swimming pool having sand around the edges.
    - Fixed missing ParkingStall zones in cell 33,36.
    - Fixed some TownZone not being Nav zone in cell 33,36.
    - Fixed (again) player getting stuck aiming after their weapon breaks.
    - Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame.
    - Fixed a bit of lambda-related garbage creation in StateMachine.
    - Fixed not being able to 'clean' dirty bandages/rags with contaminated water
    - Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h
    - Fixed clothes instantly becoming "slightly dirty" after just being washed
    - Fixed some walls & cars giving you 0% bonus when sneaking behind them.
    - Fixed ClimbThroughWindowState bug with zombies.
    - Fixed molotovs disappearing if the attack is cancelled.
    - Fixed exception when climbing over a fence with fire nearby.
    - Fixed players catching on fire when inside a vehicle.
    - Fixed not being able to rack a gun with a magazine if no round is chambered already.
    - Fixed not being able to repeat-fire rifles from vehicles.
    - Fixed racking handgun/revolver/shotgun (added rackBullet event)
    - Fixed random corpses always facing the same direction.
    - Fixed some story-based corpses clipping with furniture.
    - Fixed see-through floors blocking vision to other levels.
    - Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33).
    - Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons,
    as could already be done using the E key.
    - Fixed overlapping debug text in the health panel.
    - Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33.
    - Fixed VehicleType static tables not being recreated after reloading lua files.
    - fixed automated broadcast generating frequencies that werent being able to be tuned in manually
    - Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories)
    - Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side.
    - Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound.
    - Fixed mannequins facing the wrong way.
    - The application's main thread is now the RenderThread. Previously, the render thread and game thread were started
    and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already
    made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread,
    so I'm not sure why that hasn't been a problem before.
    - Create texture mipmap data on the asset-loading threads instead of on the render thread.
    - Tried to reduce the long delay after clicking "Click to continue" the first time.
  9. Pie
    ditoseadio reacted to lemmy101 in IWBUMS 41.27 released!   
    41.27 Changelist
    - Reverted (for now) the attack cancel fix while we work out a more elegant solution for next week's patch.
    - Added missing Melee Movement Disruption option to sandbox options.
    Changes to Foraging UI:
    - Fixed some typos.
    - Forage Action wil now continue until you stop it or the zone is empty.
    - Show current zone's loot abundance
    - Only one instance of UI can be opened.
    - Lowered amount of stones found.
    - You can now select one of your equipped bags to directly drop foraged items into. If bag is full, it will go into main inventory, or ground.
    - Fixed items in bags not being used when doing carpentry.
    - Changed "Drop items near square center" default to false, so items are dropped under the player's feet as before.
    - Fixed not being able to click on carpentry containers to display their contents in the loot window, if the container was more transparent due to being in front of the player.
  10. pillow
    ditoseadio reacted to lemmy101 in IWBUMS 41.24 released!   
    NEW
     
    Added zombie turn alerted
    When climbing through a window and a zombie blocking it making you fall back into the house, zombie will emit a sound so you know it's there.
    Can now shoot at windows (they'll be highlited if in range/direction).
    Zombies now won't get up if a player is standing on top of them.
    Game now detects when zombies have been walking-on-the-spot for several seconds, then stop moving.
    Groups of zombies attacking vehicles now coorindated better to avoid them endlessly walking into a vehicle they can't possibly reach.
    Added prediction for melee combat. If you're attacking a zombie that is lunging toward you, we increase virtually the range of weapon to detect an attack, this should make the "miss" animation play way less often when you actually will hit the zombie.
    Drivers now look behind them when the vehicle is moving in reverse. This fixes players not being able to see the vehicle they are in when reversing into unseen areas. Drivers and passengers may look around by holding the Aim key or the controller right-stick when windows aren't opened.
    Control-mousewheel now cycles between containers in the inventory and loot windows when the mouse is over the items list.
    - Quality-of-life improvements to taking dirt/gravel/sand.
    1) The most-full bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
    2) A cursor is displayed for picking locations to take from. This allows the player to click four times in a row
    to fill one bag, instead of having to right-click and choose the same action four times from the context menu.
    - Quality-of-life improvements to pouring dirt/gravel/sand.
    1) The cursor displays a green or red outline to make it easier to see.
    2) The first non-empty bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
     
    BALANCE
     
    Reduced damage done by falling from 2 storey windows.
    Fixed being underweight/very underweight causing immediate death when falling from 2nd storey windows and over encumbered.
    Allow lunging zombies to climb over fences and through windows instead of walking-in-place into them.
    Agoraphobic/Claustrophobic are now mutually exclusive.
    Increased hemophobic points given to 5.
     
    FIXES
     
    Fixed no zombies sandbox options still spawning zombies in vehicle stories.
    Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle).
    Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound).
    Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState).
    Fixed two multithreading bugs.
    Fixed not being able to attack after closing a map when using a controller.
    Fixed Transfer All moving hotbar items.
    Fixed Hemophobic stress increasing faster at higher framerates.
    Fixed the player getting stuck in the fishing state if they performed other actions while fishing.
    Fixed driving through forests is bumpy even when wood floors have been placed.
    Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house.
    Fixed blocked buttons in the New Game screen after deleting the last savefile.
    Fixed not being able to take water from puddles if Dynamic Skybox = No.
    Fixed plumbed sinks taking water from puddles.
    Fixed Lock framerate = Uncapped not being saved.
    Fixed BodyPart.RestoreToFullHealth() not stopping bleeding.
    Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player.
    Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y).
    Fixed passengers seeing the "B for Brake" prompt when using a controller.
    Fixed DebugChunkStateUI not updating the display when selecting new squares.
    Forbid using the name of an existing directory when creating a new game.
    Forbid entering various invalid characters in the savefile field when creating a new game.
    Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered.
    Fixed not spawning zombies eating corpses inside rooms.
    Fixed spawning zombies eating corpses in a room when zombie spawning is disabled.
    Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center.
    Fixed blood splatter causing bushes and trees to rustle.
    Fixed not being able to walk off the floor in all directions after building a new staircase.
    Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only).
  11. Pie
    ditoseadio reacted to lemmy101 in IWBUMS 41.22 released!   
    WARNING: FILIBUSTER / FRUsedCarsBETA MOD WILL BREAK THE GAME WITH THIS BUILD UNTIL ITS UPDATED.
     
    NEW

    - New way to spawn vehicle stories, now use zone intersect in chunk to be really accurate.
    - Added more vehicle stories.
    - Added weapon name on insert bullets in weapon context menu option
    - Added footstep sounds when aim-walking.
    - Moodles now shake and shimmer to signal combat being impaired
    - Updated some vehicles textures.
    - Fixed some missing vehicle damage overlays.
    - Increased cap combat speed for heavy weapons.
    - 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.-Converted strings for translators
    -Updated translations for Spanish, Hungarian, Japanese and Polish.- All containers in the loot window now displayed in the 3x3 area around the player.
    1) This allows us to add back "turn to face the container while looting", because turning doesn't change which
    containers are displayed in the loot window.
    2) Fixes some awkwardness with looting corpses, since often the player is visually standing on the corpse but
    not facing the square the corpse is on.
    3) It was always possible for the player to click on a container in the world and display it's contents in the
    loot window, even when the container was behind the player and didn't have a button in the loot window.

    FIXES
    - Fixed vehicle rust missing from Effects.
    - Fixed player being locked in place after starting to reload/rack a firearm while aiming.
    - Fixed sitting and thumping zombies being pushed by other zombies
    - Display the 'equipped' icon in the hotbar for items held in a hand.
    - Added "Quit To Desktop" main-menu option.
    - Player now faces vehicle door when attempting to unlock it.
    - Fixed zombies getting stuck in an animation after the player dies.
    - Fixed DebugChunkState error when a State wasn't exposed to lua.
    - Fixed sitting zombies sometimes facing the wrong direction.
    - Fixed the position of the "favorite" icon in the inventory window (it was clipping into the row above).
    - Fixed being able to throw a molotov without a lighter in the right hand, and the right-hand item disappearing afterward.
    - Fixed not being able to queue multiple chop-tree actions.
    - Fixed the Continue button skipping the profession screen when the player is dead.
    - Fixed hotbar switching animations.
    - Fixed the player's direction snapping when changing the player's in-hand models.
    - Fixes snapping when the player turns
    - Fixed dragging multiple healing items of the same type onto the Health ui.
    - Fixed clicking "wear" on a stack of items wearing them all
    - Fixed being able to open infinite Inspect Clothing UI.
    - Fixed right clicking on bullets needing a corresponding gun to allow insert bullets in magazine.
    - Fixed having clicking once bullets in inventory bringing "insert ammo in magazine" for every item.
    - Fixed not being able to clean dirty leather/denim strips.
    - Fixed bunch of overlaping text with garmentUI for translator, everything is now tied to various string width.
    - Fixed sandbox loot settings resetting to default when loading a saved game.
    - Fixed zombies not attacking players right in front of them when the "Day/Night Active" sandbox setting is not "Both".
    - Lighter doesn't run out of fuel if we use it as lighting source
    - Fixed Barefoot footsteps sfx not being softer than when wearing shoes
    - Fixed chance to catch fish at lvl 1 beingtoo high
    - Fixed professional clothes (for example Lumberjack shirt) disappearing from the combo when clicking "Random"
    - Fixed Headlights smashing too easily
    - Fixed Pin status for inventory menus not being saved
    - Fixed it not being possible to recover and repair a weapon used in Spear creation
    - Fixed dryers having Drink Option
    - Fixed lua error with Painting walls
    - Fixed Fishing with a spear having incorrect sfx
    - Fixed sound effect when a door is destroyed being too loud
    - Fixed incorrect high exertion moodle description
    - Fixed Trees/clothing protection system issues
    - Fixed dig Graves action not having SFX for all tools
    - Fixed vehicle siren typo
    - Fixed a farming 'Dig' being confusing due to different digging actions - now 'dig furrow' etc.
    - Fixed weapon SwingSound not playing (whoosh of baseball bat for example).
    - Fixed HitVehiclePartWithWeapon and HitVehicleWindowWithWeapon not playing, and it using hit-zombie sound.
    - Fixed hats falling multiple times off reanimated player zombies.
    - Fixed aim outline for splitscreen players being rendered on the first player's screen.
    - Fixed weather effects not rendering for splitscreen players.
    - Fixed the wrong clothing color being displayed in the character-creation screen when selecting items.
    - Fixed passengers not being allowed to read books in running vehicles (driver still cannot).
    - Fixed garage doors with walls behind in cells 22,33 and 27,33.
    - Fixed SmithingMag4 turning into SmithingMag3 when read.
    - Fixed possible nullpointer for RVSCarCrashCorpse.
    - Fixed turning again when already facing the direction when doing an action.
    - Fixed player animation snapping while turning in ISMultiStageBuild.
    - Fixed vehicle steering flipping like pinball paddles when the fps is low.
    - Fixed pathfind bug that resulted in "WalkTowardState but path2 != null" messages.
    - Fixed lua errors when pressing hotbar shortcut keys during game loading.
    - Fixed exception with PolygonalMap2.intersectLineWithVehicle().
    - Fixed lua error in ISRepairEngine
    - Forbid reading skill books that are too high-level.  The player will read for a bit then stop after saying "I don't understand..." etc.
    - Fixed IsoWorldInventoryObject sometimes using the smaller WItem_xxx textures.
    - fixed the car duplication.
    - Fixed vehicle headlights not getting removed when destroyed, emitting light when broken
  12. Spiffo
    ditoseadio 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.
  13. Like
    ditoseadio 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.
  14. Like
    ditoseadio 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.
  15. Like
    ditoseadio reacted to lemmy101 in IWBUMS 41.16 released!   
    Should fix a lot of 'crash on loading into game' issues!
     
    - Increased memory allocation for 64bit zomboid that could potentially avoid crashes on some systems loading into game.
    - Fixed shader issues with clothing overlays and holes which affect some GPUs (big source of hangs/crashes on game load / leaving spawn house and probably the same cause of some mac issues reported)
    - Added options for transparency / visibility of iso cursor for combat.
    - Render thread will now throw out better error messages for diagnosing future problems.
    - Fixed zombies playing their death sound sometimes when stabbed (but not jaw-stabbed).
     This happened when bCloseKill=true but CriticalHit=false.
    - A zombie dies as soon as it is jaw-stabbed, not after falling to the ground.
     The KnifeDeath animation is played in the falldown state, not the hitreaction state.
     The KnifeDeath hitreaction doesn't happen now because the zombie is dead before falling.
    - Fixed zombie number issue on Survival
    - Fixed pathfinding failing when moving on the same square when that square is blocked in all directions.
     This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent().
    https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/

  16. Like
    ditoseadio 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.
  17. Like
    ditoseadio reacted to ZonaryQuasar in Can't fast forward   
    But it's the same thing/case, no?
    If the player decides to rest while being chased by zombies (and by that I mean, if the zeds know where the player is), they will bash the doors until the door is destroyed and then they will bite/attack the player.
    So if the player is being followed, enters a room, close the doors, sits on the floor and hit fast forward, it's his fault if he dies, no?
     
    What the player should do is first eliminate all the threat, and only then safely rest on the floor.
    If he does this, then there's no reason to change the range of the fast forward cancelation.
  18. Like
    ditoseadio reacted to ZonaryQuasar in Can't fast forward   
    I understand what you are saying but I don't think that can be considerate as unfair deaths. If the player decides to rest in the middle of a forest, out in the open, it's his fault only. I always find a house or a secured area with walls+door first before resting, and this change is impacting the gameplay in this case. I'll explain:
     
    Before the change I was able for example to go to the second floor of a two story house during the helicopter event and keep reading books until the helicopter goes away. Now is impossible to do this because I can't fast forward and have to wait from 8am to 22pm without doing anything until my character becomes tired enough to be able to sleep. Can't go to the first floor because is flooded with zombies too. If the fast forward was possible, one to two days fast forwarding reading books was enough to clear the area so I could escape and go back to my base.
  19. Like
    ditoseadio reacted to ZombieHunter in Interactive Crafting Tables to Clean up the GUI   
    One thing I really am not fond of in Project Zomboid is its GUI - it is just a massive amount of screens and options which is essentially dumped into a single massive crafting window. 
     
    Many games simplify the crafting element by having specific objects to focus on specific crafting elements. An only shows those associated crafting Recipes when you interact with that object.
    This would cut down on the crafting GUI exponentially. 
     
    This is seen in games like Fallout New Vegas, Starbound, Subnautica, etc. 
     
    Also moving specific actions from that crafting GUI through special flags to separate; 
    Actions ( opening \ packaging )  Crafting ( combining two items )   
    So actions are not displayed in the crafting window but only displayed on direct interaction would again reduce the amount of crafting GUI spam. 
    Instead specifically for packaging, it will list it is possible but the icon will be greyed out when you try to interact with something where you don't have enough to package it. 
     
    ---
     
    Finally, quick filters for GUI would help go a long way by way of tabs
    To display only food items \ weapons \ etc. Instead of scrolling down and up. 
  20. Like
    ditoseadio reacted to Connall in Translation Files Update Notifications   
    EN/IG_UI_EN.txt
    EN/Moveables_EN.txt
    EN/Tooltip_EN.txt
    EN/UI_EN.txt
     
    To see specific changes go here: https://github.com/TheIndieStone/ProjectZomboidTranslations/commit/3cd30db3475d18b7b79bbcf7017d8c31247260f3
     
  21. Like
    ditoseadio reacted to Connall in TranslationZed - A Project Zomboid Translation Tool v0.9   
    For a bit, I have been working on a tool to try and make Translating Project Zomboid a little bit easier. The tool provides a couple of conveniences that users may find quite nice.
     
    1. A Visual String Editor
     
    The tool parses through all files that are in a "key = value" format (this means that location description files are not supported at this time) then sorts them into tables that can be edited by the user. It also checks the English files for what the current state of translations are and shows what strings have been added (green) and removed (red). After one use of the tool, a cache file is created in the language folder, which will then keep track of when English files have been modified and will show what strings have been modified (orange/yellow). Hovering over strings will allow you to see what the original version of the string was and what the updated version is, so you can decide whether it's necessary to update those translations.
     
    2. Consistent Character Encodings
     
    One problem that comes up surprisingly often is translation files having their character encodings changed when users saved files. This can cause problems with how languages would get rendered in game, or create problems for other translators down the road. As such this program makes sure that each language is using a consistent character encoding that will work in the game. These can be overridden should the user choose, if you believe they are in error.
     
    3. Item and Recipe Translation File Generator
     
    Items are ever changing, however there is no English file with item names and in fact, they are derived from the scripts in which the items are declared (this will be changing soon) as such it is often required for myself to generate a file with all the names so that users can see if there's any difference. I have now taken it out of my hands (partially at least) and have created a part of the tool that allows you to create translation files for recipes and item names quickly and easily so you can fix these problems yourself.
     
    4. Unified Editor & Publisher (Coming Soon)
     
    The aim of the tool is also to allow users to edit translation files but also be able to publish these changes to the Translation repository where are translations are held. This negating the need for a Git tool, or to even completely understand how git tools work, since it is one of the biggest roadblocks for people contributing. I was going to release this with this version originally, but have chosen instead to hold off. Purely because I want this to be right and used correctly from the get go, rather than changes coming in later on and causing issues.
     
    If you're interested in try the tool out and providing feedback, you can find it over here: https://github.com/TheIndieStone/ProjectZomboidTranslations/releases
     
    Translation files here: https://github.com/TheIndieStone/ProjectZomboidTranslations
     
    TranslationZed User Guide: https://github.com/TheIndieStone/ProjectZomboidTranslations/wiki/TranslationZed-User-Guide
  22. Like
    ditoseadio reacted to Connall in Translation Files Update Notifications   
    English Translation Update:
     
    EN/Challenge_EN.txt | +6 −0
    EN/ContextMenu_EN.txt | +10 −4
    EN/IG_UI_EN.txt | +7 −0
    EN/ItemName_EN.txt | +0 −1
    EN/Tooltip_EN.txt | +5 −0
    EN/UI_EN.txt | +1,246 −534
    Items_empty.txt | +274 −0
    Recipe_empty.txt
     
    To see specific changes go here: https://github.com/TheIndieStone/ProjectZomboidTranslations/commit/2826e12208ca484891fd5a32896748682d3d2ff0
  23. Like
    ditoseadio reacted to Dr_Cox1911 in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Just stumbled upon this mod again, is this still something you are working on @blindcoder?
    I really like the mod idea and hope that TIS will revisit the whole crafting concept.
     
  24. Like
    ditoseadio reacted to Snakeman in [40.43]Rotating moveables spawn unlimited amount of items.   
    Conditions:
    Moveable sprite needs to have canbreak property. (You can check that if you select pick up that object)
    Moveable sprite needs at less two tiles long. (SpriteGridPos properties)
    Player needs to have a less level skill to pick up that moveable (Can break if you try to pick up)

    If all conditions are checked you can rotate the moveable and the system sometimes thinks moveable breaks spawning materials from scraps properties. But moveable not breaking when rotate... so, you can spawn a unlimited amount of materials only rotating a object.

    Video showing the bug:
    https://youtu.be/_JbfeN74RgE
  25. Like
    ditoseadio reacted to Batsphinx in PZ Community New Outfit Thinktank   
    Following on from the question about whether we have a doctor's coat in the new system in the Thursdoid news piece (which we do, as seen below) here's a thread for community suggestions for the new clothing and outfit system.
     
    If you guys want to brainstorm other clothing we should have then feel free.
     
    Martin has probably got most of them covered, but it would be a good community exercise and a handy way of telling what's fallen through the cracks.
     
    Remember: 90s, Kentucky, zombie outbreak etc.
     

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