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ditoseadio

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  1. Like
    ditoseadio reacted to trombonaught in Small but Important Suggestions Thread   
    726
    How about an additional context menu when adding fuel: Add fuel> "Sturdy Stick"> Add one/add half/add all, just like with food. I dumped all of these sticks onto the fire to get rid of them, rather than add them as fuel 71 times.

  2. Like
    ditoseadio reacted to Elorh in Small but Important Suggestions Thread   
    Electricity (I think we should have more options for this skill)
    //===============================//
    738. Let players make electrical installations in buildings, inside or outside them.
    739.Possibility to plug outside lights with an electrical installation with electric cables.
    740.Energy machinery like small wind turbines. I'm not going to suggest solar pannels because in the story line the year is 1990 I think, but I would love to have them maybe in the future.
    741.Clean clothes using washing machines and dryers. Possibility to use them in the future with generators and your electric skill.
    742. Use of batteries, for example to turn on lights, use microwaves, etc. Players could charge batteries with generators. 

     
  3. Like
    ditoseadio reacted to Geras in Small but Important Suggestions Thread   
    737
     
    Currently wound infections (not the zombie virus) are negligible and do nothing.
    I suggest that untreated wound infections should have a large chance to cause sickness (with the Resilient trait lowering that chance and Prone to Illness increasing the change of getting sick).
  4. Like
    ditoseadio got a reaction from Geras in RELEASED: IWBUMS Build 39.67.3   
    @EasyPickins
    @RobertJohnson
    @Batsphinx
     
    There's one thing I don't understand, why to craft a radio you need electricity level 1 and to craft a battery connector you need level 5?

    Please, change this.
  5. Like
    ditoseadio got a reaction from Snakeman in RELEASED: IWBUMS Build 39.67.3   
    @EasyPickins
    @RobertJohnson
    @Batsphinx
     
    There's one thing I don't understand, why to craft a radio you need electricity level 1 and to craft a battery connector you need level 5?

    Please, change this.
  6. Like
    ditoseadio reacted to EasyPickins in RELEASED: IWBUMS Build 39.67.3   
    Build 39.58
    Fixed Linux and Mac builds missing the updated physics library. Added better zoom in / zoom out radial-menu icons. Fixed vehicles being thrown when surrounded by many zombies.  There might be too much of a slow-down when driving through crowds in multiplayer. Fixed zombie sprite being set to null when creating corpses.  This could cause errors when the same zombie was reused later. Adjusted position of Luxury Car wheels. Fixed server throwing endless exceptions when started without a SandboxVars.lua file and a vehicle was running. Add a vertical scrollbar to the Server Toolbox and debug console windows. Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks(). Added ErosionDays sandbox setting.  -1 means no erosion. 0 means use the existing ErosionSpeed option.  Any other value is the number of days until 100% growth.  The maximum value is 36,500 days (100 years).  
  7. Like
    ditoseadio reacted to Connall in The translation bug thread   
    So currently line of thinking is to open up a GitHub repository where we can place the translation files, which would very easily allow us to see when files get updated (so we can include them into builds a bit more expediently) and since every change is logged, it would show when the english translations got updated. I would be more than happy to allow some of the more active contributors of languages, a bit more access over the repository so they could merge their respective language changes. This would give us a nice central place for all languages to work from. Plus maybe I can set up a thread specifically for notifications when the English language side of things has been updated. We did look at some platforms, but it may be a little out of our price range all things considered. (Maybe open a translator channel on Discord for notifications as well?)
  8. Like
    ditoseadio reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.56
     
    [New]
    Added option to control whether vehicle radial menu is toggle or a 'hold' - let us know which you'd prefer as default Added numerical keyboard shortcuts to the switch-seat UI. Server now loads ServerCells nearest to clients before more distant ones. Server can cancel loading parts of the map that are no longer near clients. Clients are now prevented from driving into parts of the map that aren't loaded on the server. Traffic cones are drawn in front of the "grey zone" that indicates what's currently unloaded. Player must face doors when locking/opening/unlocking. Increased max java heap size to 2GB on 64-bit clients. Added car seats as loot table. Host screen now displays an error and prevents launching servers with unsupported WorldVersion. Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse. Updated server tool box invite player message. Added ability to place one oversized item (item bigger than floor capacity) on the floor. Added get/setter methods for ClientControls in CarController.  
    [Balance]
    Optimized map loading a little. Increased map-download timeout from 30 to 60 seconds while connecting. Client now downloads 20 chunks at a time while connecting to avoid timeouts. Significantly increased vehicle loot spawn. Decreased item spawning bonus via loot modifier on easier difficulties. Increased pain gained from using hand to remove a glass shard.  
    [Bug Fix]
    Server GUI fixes. Fixed keyboard shortcuts in the switch-seat UI being visible when using a controller. Fixed unnecessary call to glClear(). Fixed -Ddebug not being passed to coop server if host is in debug mode. Fixed TriggerHook("HookWeaponHitCharacter") -> TriggerHook("WeaponHitCharacter"). Fixed new MP players spawning with extra loot from lower difficulty levels. Fixed new Sandbox games using whatever difficulty was last selected. Fixed graphical glitches when player enters/exits a vehicle. Fixed one-time delay preventing clicking buttons in the MainScreen while in-game. Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk. Fixed being able to lock/unlock doors that require a key by right-click while under a roof. Fixed vehicle door sounds not being 3D. Fixed players with Deaf trait hearing vehicle sounds. Fixed sound not working in split-screen when player 1 has the Deaf trait. Fixed sounds of some actions not attracting zombies. Fixed Server not terminating early if WorldVersion is unsupported. Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made. Fixed right-clicking on things being glitchy in split-screen. Fixed server not preloading areas of the map while clients are connecting. Fixed thread glitches with the new MP map-streaming system. Fixed switch-seat UI being available for burned vehicles. Fixed driving slowly on corpses can making your car fly. Fixed items spawning on front left seat. Fixed zombies attacking invisible players. Fixed world not redrawing when the window is resized. Fixed wheels on prone zombies not raising up as they do for corpses. Fixed erosion spawning plants on water. Fixed WorldStreamer requesting only a few chunks at a time sometimes. Fixed fake-dead zombies flickering when under vehicles in multiplayer. Fixed / tweaked a couple of things in WorldStreamer. Fixed BaseVehicle using obsolete playSoundImpl methods. Fixed hitting zombies not slowing vehicles. Fixed null pointer with Stove. Fixed Deaf people hearing radio or TV. Fixed visual weirdness of progress bar over player head during inventroy transfer. Fixed read option being available while sleeping. Fixed frozen food being usable in recipes from crafting menu. Fixed layout of the Reloading options Fixed confirm-sleep dialog (when in a vehicle) not working with a controller. Fixed NumChasingZombies being incremented for the wrong player in splitscreen. Fixed sleeping players panicking from seeing zombies. Fixed players appearing outside a vehicle when they're inside on the server. Fixed server -gui flickering when multiple players are connected. Fixed zombies not attacking players sleeping in vehicles.
  9. Like
    ditoseadio reacted to EasyPickins in RELEASED: IWBUMS Build 39.67.3   
    Yes.
  10. Like
    ditoseadio reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.52
     
    [New]
    Tweaked how hitting car collisions with zombies work: There is now a far higher chance of turning them into a crawler. Ways in which speed impacts damage/response on zombies balanced. Damage to vehicles from zombie collisions improved - far more likely damage to hood/windshield. Added blood splats when hitting zombies at speed. Vehicles now bump slightly when driving over corpses. Required skill level in the furniture-moving tooltip now shown. Added individual translations for most Sandbox option values. Added DebugOptions.TranslationPrefix to show an * before translated strings. Inventory/loot windows now show a resize indicator when the mouse is between column headers. Added PZArrayList.toString() since the base implementation uses iterator() Added context option for placing movables Updated credits  
    [Balance]
    Tweaked player temperature calculations. When in a car the player's temperature will see change more quickly and react to the heating/AC better. Lowered the mass of wrecked cars. AllowExteriorGenerator is now true by default. Radio/TV XP increased, and fixed discrepancy in bonus for halo display. Increased vehicle loot spawn  
    [Bug Fix]
    Fixed DrainableComboItem.updateWeight() possibly using an invalid item type. Fixed issues with stove and microwave power checks. Fixed "Press R to rotate" position in carpentry tooltips. Fixed stacking/unstacking logs giving carpentry XP. Fixed double wooden doors using a wrong texture. Fixed open air garage and opened double gates having no vehicles collision. Fixed broken headlights meaning that taillights malfunction. Fixed elements of world streaming code to fix slight hang on loading new chunks in MP Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default) Fixed multi-tile objects not checking if sibling positions have power. Fixed bug in DeviceData concerning worldsounds. Fixed sound emitters being created for IsoSurvivor Fixed zombies not responding to some sounds. Fixed pathfinding garbage collection
  11. Like
    ditoseadio reacted to trombonaught in Storm-inspired migratory hordes   
    Having seen the impedning weather system that includes thunderstorms crossing the map, I wonder if that system could be co-opted to script a massive horde event.
     
    I am imagining a horde of zeds that spawn at the map's edge and move across the entirety of the map like a storm. Alternatively, I could also see an invisible draw beacon that passes over the map, attracting zeds as it goes.
     
    In the case of the former, I'm not sure how the migration of zeds would interact with standard zed activity. I imagine they would ignore things like moving to empty tiles or forming up with preexisitng hordes. In the case of a sound event or player action drawing them, I imagine that when they return to an "idle" state they would set off again towards their destination on the far side of the map. Once there, they would despawn.
     
    I guess it might be as "simple" as spawning a horde of special zeds who wander towards a map's-edge beacon when they would otherwise be idle.
     
    My intent is for a mid-game event (one to several months in) that has the potential to wreck any fortification anyplace on the map, if it happens to be in the path of the migratory horde. Perhaps there's a way that the path could be drawn over an area of the player's greatest activity.
     
    What do you all think? Other ideas for life post-helicopter (aside from more helicopters)?
  12. Like
    ditoseadio reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.49

    [New]
    Now always able to start cars in debug mode. Opening the Mechanic UI now happens instantly in debug mode. "Seat Occupied" notification shown in Mechanic UI if someone is sitting on the seat you're inspecting. Added an AllowExteriorGenerator Sandbox option. This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off. For now it's false by default. Added Mechanic UI cheat command to set exact gas/pressure levels Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair
    [Balance]
    Balanced damage on various car parts. Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced. Updated the 'Save cannot be loaded' text before the game for players with Build 38.30 saves to make it more readable. Made microwave/oven ui background a bit darker to improve visbility. Changed IsoWorld.emitterUpdate from OnceEvery to counting milliseconds to avoid built up sounds. Made vehicle travel through forests bumpier compared to open countryside. Nerfed damage to parts when driving off-road. It now also takes into account whether you're in a forest zone, countryside zone etc
    [Bug Fix]
    Fixed mod .tiles sprite property values being wrong (Issue 1376) Fixed more vehicle-related translations. Fixed collision/pathfinding/vision when loading chunks. Fixed Moveables.txt translations not being used in Disassemble menu or inventory window. Fixed player's "Survived For" time, which was increasing twice as fast as it should in MP. Fixed visibility/pathfinding glitch along chunk boundaries. Fixed roof-hiding code not updating when players build new floors. Fixed PZArrayList iterator exception in IsoGridSquare.explodeTrap() Fixed position of skull icon in load-game UI. Fixed map-loading errors when there are unknown types of items on the ground. Fixed nullPointer when uninstalling a vehicle part. Fixed a bug with -dnosave. Fixed a wrong calculation in the CarSpawnRate sandbox option. Fixed car part condition drops while driving not being synced in MP. Fixed game freezing when hundreds of nearby zombies play footstep sounds. Fixed metal-barricade sound not playing in MP, or for IsoThumpables. Fixed missing parts of double doors not being repairable by building a new one over the old one. Fixed keys being put into the ignition leading to them losing their favorite status. Fixed chop-tree action stopping too soon when the player's endurance is low. Fixed radio sine-wave UI updating while paused and at different rates depending on fps. Fixed food cooking for too long once it has been removed from heat. Fixed Hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek. Fixed hood being closed twice when the Use key was pressed with the Mechanic UI open. Fixed failed-to-start engine sound not playing in MP. Fixed some vehicle sounds playing at full volume for distant players. Fixed prone zombies being pushed by non-prone zombies on the client. Fixed solidtrans objects adjacent to window frames (without windows) blocking movement.
  13. Pie
    ditoseadio got a reaction from falcon33jp in The translation bug thread   
    Is this thread useful? 
  14. Pie
    ditoseadio got a reaction from falcon33jp in The translation bug thread   
    DisplayName_Laines_Auto_Manual_-_Commercial_Models = "", DisplayName_Laines_Auto_Manual_-_Performance_Models = "", DisplayName_Laines_Auto_Manual_-_Standard_Models = "", DisplayName_Valu-Tire = "",  
    Those lines don't translate correctly because they have a hyphen.
    Just like anti-depressants years ago.... 
    IGUI_CarKey doesn't translate either.
     
     
    It would be great if the mechanics window was automatically scaled according to the size of the text.
     

     
     
    These radial menu options cannot be translated; Sleep, Exit, Start Engine, Turn Headlights On/Off, Heather On/Off and Horn.
     

     
     
    The Moveables.txt translation file only works here...
     

     
     
    Item doesn't translate into inventory and disassembly menu
     
      

     
    Missing translation
     

     
     
    We'll keep looking 
  15. Like
    ditoseadio reacted to falcon33jp in The translation bug thread   
    I will describe the parts that I can not translate with images.
     

  16. Spiffo
    ditoseadio got a reaction from Snakeman in Spanish Translation   
    Traducción actualizada para la nueva build de vehículos, comento para subir el hilo y que se vea  
  17. Like
    ditoseadio reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.45
     
    [New]
    Added 2 rear seats for the small cars. Load .lotheader files in threads to reduce savefile load times. Player is now notified when trying to enter and vehicle seat is missing or occupied. Clicking the "Turn Off" or "Turn On" button now closes the vehicle ac/heater UI. Added translations for remaining vehicle menu options. Added context menu option to toggle ISVehicleMechanics.cheat in debug mode. Server softreset now resets vehicle key spawns, container loot and shuts off engines. Increased performance when generating a burnt building. Vehicles don't fade out until plahyer is 15 squares away, or enters a pre-existing building. Equipped umbrellas prevent player from getting wet when out in the rain. Player can remove glass by hand - takes double the amount of time to accomplish than tweezers. Initial Gas sandbox option has now more options (very low, low, normal, high, very high, full). Added a Chance of Gas sandbox option (before that, Initial Gas governed the chance of a fuel tank to have gas), options are: low, normal, high. Updated burnt car texture & added new burnt cars.  
    [Balance]
    Adjusted appearance of the vehicle heater/ac and lightbar UI. Balanced Mechanics XP gain. Increased the odds of spawning the car keys directly in the car/nearby container/zombies instead of on the ground. Increased loot spawn of shovels, cigarettes and lighters. Increased the chance of a vehicle spawning items. Increased the chance of spawning ammunitions in container.   [Modding]
    Can now get HandWeapon.RunAnim with getRunAnim(). IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage().  
    [Bug Fix]
    Fixed being able to access Mechanic UI while driving. Fixed irregular rear windows by updating Van texture. Fixed exception in ISVehiclePartMenu.getNearbyFuelPump() if a square is null Fixed exception when removing corpses that spawn in vehicle trunks. Fixed exceptions during server softreset. Fixed exception with Use key when checking for doors. Fixed IsoMetaGrid.processZones() taking a long time to do nothing. Fixed overly-long map names appearing on LoadGameScreen. Fixed clicking on 1x sprites that are scaled to 2x. Fixed rendering a 2x sprite attached to a 1x sprite. Fixed pathfinding glitch caused by failing to update a vehicle's poly. Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true Fixed lighting not updating when climbing over a fence. Fixed vehicle keys spawning in water, under trees, or in solid objects. Fixed vehicle hood being open when it is uninstalled or locked. Fixed fake-dead zombies attacking players in vehicles. Fixed digging graves not being allowed on level 7. Fixed double doors being buildable through perpendicular walls. Fixed -debugtranslation not replacing - with _ in DisplayName. Fixed container overlays not updating when rotten food is destroyed. Fixed ItemPickerJava.updateOverlaySprite() not getting called from some places. Fixed ItemPickerJava.updateOverlaySprite() not clearing overlay from empty containers. Fixed vehicles with unlocked doors and full gas tanks not being available in debug mode. Fixed damage to zombies and height of vehicles bouncing at higher framerates. Fixed player being able to build and place objects on squares occupied by vehicles. Fixed the Van using VanSeats texture. Fixed saves from build 38.30 being able to load, problematically, into vehicle build. Fixed small car burnt 02 using the small car burnt model. Fixed various health-panel actions not being possible in a moving vehicle. Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen. Fixed TV broadcasts not always giving bonuses like radios do. Fixed vehicle keys spawning on zombies - they were previously being lost when the zombie dies. Fixed randomized buildings/stash not being spawned. Fixed installing/uninstalling lights & battery not giving any XP. Fixed mechanics XP in MP being given even when the action fails. Fixed grocerystorage garbage being stocked with fresh food. Fixed missing mechanics UI hitboxes for SportsCar. Fixed missing overlay sprite on corner shelf furniture_shelving_01_8 Fixed various map bugs by placing a floor tile on level 0 if there isn't already one Fixed zombie visibility not working right in splitscreen. Fixed car color mask.
  18. Like
    ditoseadio got a reaction from B33ware in RELEASED: IWBUMS Build 39.67.3   
    Totally agree.
  19. Like
    ditoseadio got a reaction from King-Salomon in RELEASED: IWBUMS Build 39.67.3   
    Totally agree.
  20. Like
    ditoseadio reacted to Lexx2k in RELEASED: IWBUMS Build 39.67.3   
    I still hate how cars disappear out of your vision once you look the other way. This happens to no other big objects. Not to houses, not to furniture, not to garbage bins... but cars for some reason disappear. Yes, they can move around, but if I just parked a car outside my house, then I *know* it is there, even if I look the other way for a second. There should be either a delay, or just stop them from going invisible completely, even if they are behind a wall.
  21. Spiffo
    ditoseadio got a reaction from Snakeman in The translation bug thread   
    DisplayName_Laines_Auto_Manual_-_Commercial_Models = "", DisplayName_Laines_Auto_Manual_-_Performance_Models = "", DisplayName_Laines_Auto_Manual_-_Standard_Models = "", DisplayName_Valu-Tire = "",  
    Those lines don't translate correctly because they have a hyphen.
    Just like anti-depressants years ago.... 
    IGUI_CarKey doesn't translate either.
     
     
    It would be great if the mechanics window was automatically scaled according to the size of the text.
     

     
     
    These radial menu options cannot be translated; Sleep, Exit, Start Engine, Turn Headlights On/Off, Heather On/Off and Horn.
     

     
     
    The Moveables.txt translation file only works here...
     

     
     
    Item doesn't translate into inventory and disassembly menu
     
      

     
    Missing translation
     

     
     
    We'll keep looking 
  22. Like
    ditoseadio reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    Available on Steam beta branch 'iwillbackupmysave'
     
    New Features:
     
    Vehicles Er... lots of other stuff to numerous to recall. We'll look into an overview of added features at a later date.  
    Post your bugs over here!
  23. Like
    ditoseadio reacted to arkahys in Graphical amount bar instead of (one/half/all) and (5, 10, 15, 20, 25, etc...)   
    I finally find a thing who annoying me for years without find a solution.
    when transfert : there is only one, half or All.
    When water plants, you have a long list with all quantity increased by 5.... (asking to me what link are this numbers for a long time)
    When cooking you can only put full ingredients.
    Wehn eating and drinking : quarter, half, all.


    All of this could be easily resolved by a graphical quantity  bar to choose the amount desired.

     
    All of this could be displayed in % except for transfert. (so 40 in my first water exemple should be 100 too, 23 becoming 57.5%)
    There is two 100%, one of container and one of need. 100% of need is better :
    If the need of plants is superior to the pot, then the grey part couldn't be filled (could be an option saw only with lvl...) easy way to know that it need more water. (may add 2 gray layer for what pot can't fill)

    Same bar could be usefull for many selection. Eating and drinking (with a default at 100%). With last sentence, We can easily know what amount of eat/drink we need to be sated.

    I don't think to draw an option  when i got the idea, who clarify things for players : display the quantity remaining of container
    in the last water exemple : if the pot contain 50 and the need of plant is 100: display in the corner window : 27, who is what will remain after 23% use.
  24. Spiffo
    ditoseadio got a reaction from nightmare in The translation bug thread   
    Is this thread useful? 
  25. Like
    ditoseadio reacted to lemmy101 in RELEASED: Build 38.30   
    Previous build: here
     
    Uploading to GOG today, should be released today.
     
    * [FIX] Added tooltip showing battery power when inserting/removing batteries to Lamp on Pillar and lamps.
    * [FIX] Fixed removing a barricade failing if hammer is in a bag.
    * [FIX] Fixed Lamp on Pillar blocking movement in only one direction.
    * [FIX] Fixed inserting battery into Lamp on Pillar doesn't unequip battery if needed.
    * [FIX] Fixed some issues with lights.
    * [FIX] Fixed melted icecream appearing in inventory after eating icecream. (Issue 1233)
    * [FIX] Reimplemented measures to prevent players from connecting to server in debug mode.
     
     
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