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The Indie Stone
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About Batsphinx

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    Co-Founder, Developer, Semi-Nude Velvet Owl

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  1. Also two more 'action music' tracks for the new music system.
  2. HOTFIX - Updated credits - Updated community translations. - Updated sound banks with two new action tracks. - Fixed Texture.saveToCurrentSavefileDirectory() not working with textures created via the split() method. - Fixed Texture.saveToCurrentSavefileDirectory() not working with non-power-of-two texture sizes. - Fixed wall-cutaway textures being drawn at the wrong size when not using double-sized textures. - Fixed player logging into darkness on MP - Fixed the FMOD MusicActionStyle parameter not updating to match the Audio option. - Fixed looping zombie 'hurt' sound.
  3. Are you playing on the unstable beta? If not that has loads and loads of improvements for SteamDeck
  4. 41.71 MUSIC - More tracks for the new dynamic music system - we now have ten of the refigured music tracks in-game, with four more still to come. MODELS AND ANIMS - Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location - Changed High Viz vest to use Sweater body location - Added a different animation played when destroying floors with a sledgehammer. SOUND - Fixed SFX and music cutting out in busy situations (often seen on MP servers) - Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies. - Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager. - Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set. - Removed DoorAndWindowEmitters. This is combined with ObjectAmbientEmitters. - Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie. BALANCE - Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin". - Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied. - Fixed adding a spice to a stale Taco increases boredom and unhappiness. - Added new methods to the Food class (to fix the above issue): getBoredomChangeUnmodified() getEnduranceChangeUnmodified() getStressChangeUnmodified() getThirstChangeUnmodified() getUnhappyChangeUnmodified() - Higher level carpentry crates now have more space. - Can now move empty composter. - Can now move military crates. FIXES - Fixed new player's natural hair color being different than their hair color. This caused the hair color to change when it regrew after shaving it. - Fixed Consolidate All stopping after the first full item. - Fixed "Fill All" stopping if an item was in a carried bag and needed to be replaced by a different item type. - Fixed the player moving to a strange position when performing the "Place Item" command on items that are inside a vehicle. - Fixed the "Place Item" command showing when the player is inside a vehicle. - Fixed displaying a submenu for single items in the "Fill" menu. - Fixed ISRemoveBurntVehicle not checking whether the Propane Torch has enough propane. - Fixed the Dismantle Car Wreck tooltip showing the incorrect required amount of propane when the player doesn't have a Propane Torch. - Fixed the player standing on floors they are destroying with a sledgehammer. - Fixed the level-up text above the player's head not being displayed in the first hour of life, for passive perks (Fitness and Strength) and for the first experience level. - Fixed no sound playing when unloading bullets from a magazine. - Fixed playing GetWaterFromTap when filling a container from a puddle. Now it plays GetWaterFromLake (which is a bit loud when filling a bottle). - Fixed incorrect hunger calculation when adding ingredients in evolved recipes. - Fixed bunch of tile definitions problems. - Fixed various table story problems. - Fixed dismantling log wall not giving logs. - Fixed some issues with 3D models. - Fixed "Film Camera" not being called "Camera Film" and lowered the weight. The item is not a camera. - Fixed some hedge sprites becoming invisible when covered in snow with x1 textures.
  5. 41.70 BALANCE AND TRANSLATIONS - Updated community translations. - Deleted media/lua/shared/Translate/EE - Item distribution and recipe code fixes and changes FIXES - Fixed WorldItemModelDrawer.java applying ModelScript.scale twice - Fixed Hyperthermia or hypothermia occurring when the player sleeps - if length of the day more than 4 hours - Fixed node.skinCelcius accumulatubg too large values (hundreds and thousands) - Fixed Lua errors using the 16 new insect lures. Definitions were missing in fishing_properties.lua. - Fixed the player's hair/skin changing after sleep - Fixed IsoWorldInventoryObject.ignoreRemoveSandbox not being saved. - Fixed the "Consolidate All" command so it combines drainable items one at a time, instead of waiting until the end of a longer combined action. - Fixed vehicle trunk capacity not lowering when zombies thump on it. - Fixed "CHEAT: Set Part Condition" not affecting trunk capacity in single-player. - Fixed clients not being able to sleep in cars or tents when the SleepNeeded server option is false. - Fixed clicking on an expanded stack of greater than 50 items selecting other items not in the stack. - Fixed new players knowing media lines saved in recorded_media.bin when loading an old save with an already-dead player. This shouldn't be happening if an old save is loaded with an alive player who then dies. - Fixed not being able to place items that are in bags on the ground. - Fixed items being deselected when clicking the scrollbar in the inventory and loot windows. - Fixed inventory and loot container buttons responding to mouse-up events when the button wasn't clicked and items aren't being dropped on them. Dragging the scrollbar and then releasing the mouse button over a container button would act like a left click. - Fixed tall 3D item models being clipped off at the top when rendering them as textures. - Fixed PVPFirearmDamageModifier and PVPMeleeDamageModifier tooltips which now read "Damage multiplier for ..." instead of "Added damage for ..." - Fixed dragging items onto inventory and loot container buttons selecting the container. - Fixed typo with Tooltip_BookTitle_9. - Fixed sawing a JS-2000 Shotgun with a Choke Tube upgrade not removing the Choke Tube, which isn't allowed on the Sawn Off JS-2000 Shotgun. The Choke Tube is now returned to the player's inventory. - Fixed incorrect hunger calculation for the Muffin recipe.
  6. New Tag Info! - Several new Tags were added to the item scripts, and their functionality added to the lua code. - This allows for modders to add new items that seamlessly work with the game in several places, such as adding new fully-functional Sledgehammer items, or adding new Gasoline containers. - The new code includes safeguards to prevent vanilla items that have been overwritten by mods, such as Better/Improved Item mods, from having their utility broken by this update in most circumstances. But if you do experience issues using items, try disabling mods of that nature. - However, for the sake of continued compatibility with future changes to items in PZ, modders should not overwrite item scripts, and should use the DoParam function to modify script items instead. - How to use DoParam to properly modify item scripts is demonstrated at the end of this documentation. New Tags BluePen, Corkscrew, Disinfectant, DullKnife, Egg, EmptyPetrol, Eraser, Fork, GasMask, Glue, HazmatSuit, HeavyItem, Liquor, Milk, MortarPestle, Pen, Pencil, Petrol, Razor, RedPen, ReloadFastBullets, ReloadFastShells, RemoveBullet, RemoveGlass, Scissors, SharpKnife, Sledgehammer, Spoon, StartFire, Sugar, Tape, WeldingMask. Recipe Changes - Denim Strips can now be used in recipes that require Ripped Sheets. - Suture Needles now cannot be used in the Make Mattress recipe; they're specialized single-use medical supplies and not actual sewing needles. - Making Jars of vegetables should now require one hunger unit of Sugar instead of consuming entire bags of Sugar. Other recipes requiring Sugar will also work likewise, consuming hunger units instead of entire Sugar items. That issue was due from Sugar being changed from a drainable item to a food item. - The Make Molotov Cocktail Recipe using Bourbon now requires a full bottle of Bourbon to craft a Moltov Cocktail; previously partially-consumed bottle could be used to craft Moltov Cocktails. - Recipes using Eggs now require whole eggs to use them; previously partially consumed Eggs could be used in them. New Tag Explanations BluePen, Pen, Pencil, RedPen: Used to enable writing in the appropriate color on the map. Add the Write Tag to new mod items with this Tag as well, eg.: "Tags = Write;Pencil," Corkscrew, GasMask, HazamatSuit: Currently unused in vanilla; can be used for new mod recipes. Disinfectant: Used in to disinfect Bandages, etc. In order for items to be used to disinfect wounds in the First Aid Interface they need to have an Alcohol Power parameter set in their script, such as " AlcoholPower = 3," DullKnife: Used in recipes that can utilize dull knife utensils, such as Bread Knives and Butter Knives. Egg: Used in recipes that require Eggs. EmptyPetrol: Used to determine if a container can be used to contain Gasoline. These items will also require a parameter such as "ReplaceTypes = PetrolSource NEW_PETROL_CONTAINER," where NEW_PETROL_CONTAINER is the item that replaces the Empty Petrol container when it is filled with Gasoline. Eraser: Used to erase notations in the map. Fork, Spoon: Used to determine if the player has a Fork or Spoon for eating animations. Glue: Unused in vanilla, can be used to determine if an item counts as Glue for new mod recipes. Liquor: Used in recipes for making Molotov Cocktails and disinfecting Bandages. HeavyItem: Used to determine if items are heavy oversized objects that need to be held in both hands to be in the inventory, such as Generators and Corpses. Milk: Used in recipes that require Milk. MortarPestle: Used in recipes to make Poultices. Petrol: Used to determine if a container holds Gasoline. These items will also require a parameter such as "ReplaceOnDeplete = NEW_EMPTY_PETROL_CONTAINER," where NEW_EMPTY_PETROL_CONTAINER is the item that replaces the Empty Petrol container when it is emptied of Gasoline. Razor, Scissors: Used to determine if an item functions as a Razor or Scissors for cutting Hair and Beards. ReloadFastBullets: Improves the reload speed of firearms that use non-Shotgun Shell ammunition when equipped. ReloadFastShells: Improves the reload speed of firearms use Shotgun Shell ammunition when equipped. RemoveBullet: Used to determine if an item can be used to remove Bullets from injuries in the First Aid Interface. RemoveGlass: Used to determine if an item can be used to remove Glass from injuries in the First Aid Interface. SharpKnife: Used in recipes that require a sharp cutting instrument. Sledgehammer: Used to determine if an item can Destroy tiles (if the Sledgehammer Destruction option is enabled in Sandbox/Server settings) as well as if the item counts as a Sledgehammer for recipes. StartFire: Used to determine if an object can be used to Burn Corpses and ignite Campfires, BBQs and Fireplaces. Does not work for lighting Cigarettes and Molotov Cocktails. Tape: Unused in vanilla, can be used to determine if an item counts as adhesive Tape for new mod recipes. WeldingMask: Used to determine if an object counts as a Welder Mask for recipes, Metalwork Construction, and Disassembling tiles. Script Example of How To Use New Item Tags For New Recipes - Note that Tags do not work for the Fixing recipes. - Use the format [Recipe.GetItemTypes.TAG_NAME_HERE] in the script block as follows for new recipes. module Base { recipe Make Stake From Sturdy Stick { WoodenStick, keep [Recipe.GetItemTypes.SharpKnife]/MeatCleaver, Result:Stake, Time:80.0, Category:Survivalist, OnGiveXP:Recipe.OnGiveXP.WoodWork5, } } - Tags that can be used in recipes this way are in the beginning of media/lua/server/recipecode.lua/server/recipecode. - Note: Not all new tags have this utility for recipes; - To add new Tag functionality for recipes make a lua file in media/server with the following code; this can also be used to make new mod Tags usable for new mod Recipes: require "recipecode": function Recipe.GetItemTypes.TAG_NAME(scriptItems) scriptItems:addAll(getScriptManager():getItemsTag("TAG_NAME")) end Script Example Of How To Add New Sledgehammers - This must be in a txt file in the directory media/scripts. module Base { item SuperKatana { DisplayCategory = Weapon, MaxRange = 1.4, WeaponSprite = Katana, MinAngle = 0.8, Type = Weapon, MinimumSwingTime = 3, HitFloorSound = KatanaHit, ImpactSound = KatanaHit, DoorHitSound = KatanaHit, HitSound = KatanaHit, SwingSound = KatanaSwing, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.02, Categories = LongBlade, Weight = 2, ConditionLowerChanceOneIn = 15, PushBackMod = 0.5, SubCategory = Swinging, ConditionMax = 10, MaxHitCount = 3, DoorDamage = 8, SwingAnim = Bat, CriticalChance = 35, CritDmgMultiplier = 6, DisplayName = Super Katana, MinRange = 0.61, SwingTime = 3, HitAngleMod = -30, KnockdownMod = 0, Icon = Katana, RunAnim = Run_Weapon2, BreakSound = KatanaBreak, TreeDamage = 1, CriticalChance = 30, CritDmgMultiplier = 10, MinDamage = 8, MaxDamage = 8, BaseSpeed = 1, WeaponLength = 0.3, DamageCategory = Slash, DamageMakeHole = TRUE, TwoHandWeapon = TRUE, WeaponLength = 0.4, AttachmentType = BigBlade, Tags = Sledgehammer, } } Script Examples Of How To Add New Petrol Containers - This must be in a txt file in the directory media/scripts. module Base { item SmallEmptyPetrolCan { DisplayCategory = VehicleMaintenance, Weight = 0.8, Type = Normal, DisplayName = Small Empty Gas Can, Icon = Petrol, StaticModel = SmallGasCan, SurvivalGear = TRUE, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = SmallGasCan_Ground, Tags = EmptyPetrol, ReplaceTypes = PetrolSource SmallPetrolCan, } item SmallPetrolCan { DisplayCategory = VehicleMaintenance, Weight = 2.5, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.25, DisplayName = Small Gas Can, Icon = Petrol, ReplaceOnDeplete = SmallEmptyPetrolCan, StaticModel = SmallGasCan, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = SmallGasCan_Ground, Tags = Petrol, } item LargeEmptyPetrolCan { DisplayCategory = VehicleMaintenance, Weight = 3.2, Type = Normal, DisplayName = Large Empty Gas Can, Icon = Petrol, StaticModel = LargeGasCan, SurvivalGear = TRUE, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = LargeGasCan_Ground, Tags = EmptyPetrol, ReplaceTypes = PetrolSource LargePetrolCan, } item LargePetrolCan { DisplayCategory = VehicleMaintenance, Weight = 10, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.0625, DisplayName = Large Gas Can, Icon = Petrol, ReplaceOnDeplete = LargeEmptyPetrolCan, StaticModel = LargelGasCan, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = LargeGasCan_Ground, Tags = Petrol, } model SmallGasCan { mesh = GasCan, texture = GasCan, scale = 0.75, } model SmallGasCan_Ground { mesh = WorldItems/Clothing/GasCan, texture = GasCan, scale = 0.3, } model LargeGasCan { mesh = GasCan, texture = GasCan, scale = 1.5, } model LargeGasCan_Ground { mesh = WorldItems/Clothing/GasCan, texture = GasCan, scale = 0.6, } } Script and Lua Examples Of How To Add New Petrol and Gasoline Containers Functionality to Vanilla Items - This must be in a txt file in the directory media/scripts. module Base { item WhiskeyPetrol { DisplayCategory = VehicleMaintenance, Weight = 0.7, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 1, DisplayName = Bottle of Gasoline, Icon = WhiskeyFull, ReplaceOnDeplete = WhiskeyEmpty, StaticModel = WhiskeyBottle, WorldStaticModel = WhiskeyBottleGround, Tags = Petrol, } } - This must be in a lua file in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.WhiskeyEmpty") if scriptItem then scriptItem:getTags():add("EmptyPetrol") scriptItem:DoParam("ReplaceTypes = PetrolSource WhiskeyPetrol;WaterSource WhiskeyWaterFull") end Script Example Of How To Add A New Multi-Color Pen: - This must be in a txt file in the directory media/scripts. module Base { item MultiColorPen { DisplayCategory = Household, MaxRange = 0.8, WeaponSprite = Pen, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised, ConditionLowerChanceOneIn = 1, Weight = 0.1, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 2, MaxHitCount = 1, IsAimedHandWeapon = TRUE, DoorDamage = 0, SwingAnim = Stab, DisplayName = Multi-Color Pen, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Pen, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, TreeDamage = 0, EnduranceMod = 0.5, CriticalChance = 0, MinDamage = 0.1, MaxDamage = 0.1, WeaponLength = 0.15, Tags = Write;RedPen;BluePen;Pen, BreakSound = PenBreak, HitFloorSound = PenHit, ImpactSound = PenHit, DoorHitSound = PenHit, HitSound = PenHit, SwingSound = PenSwing, } } Lua Examples of How to Properly Add Tags to Items Instead With lua Code Instead of Overwriting Them With txt Scripts - This code will all a Hunting Knife to used to shave beards and hair. - This must be in a lua file to be in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.HuntingKnife") if scriptItem then scriptItem:getTags():add("Razor") end - This code will add Eraser functionality to the Pencil item. - This must be in a lua file to be in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.Pencil") if scriptItem then scriptItem:getTags():add("Eraser") end Lua Example of How to Properly Modify Existing Vanilla Items With lua Code Instead of Overwriting Them With txt Scripts - This code will increase the durability of the Katana to be equivalent to that of the Crowbar. - This must be in a lua file in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.Katana") if scriptItem then scriptItem:DoParam("ConditionLowerChanceOneIn = 70") scriptItem:DoParam("ConditionMax = 15") end
  7. NEW - Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui. - Added new items + updated 3D models - Added new forage items - Changed setHaveConstruction to apply only when constructing and placing objects - Added the skeleton mannequin and scarecrow. - Added additional item categories and addressed some blunders - Added compilation of new hair types - Added option to "add all" to partially full Thread, Duct Tape, Twine etc - Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins. - Added BackupsOnVersionChange server option. - Added a second set of translations to the Survival Guide that are displayed when using a controller. - Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture. - Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory - Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename). The filename may contain folder names, but not "..", to prevent saving to arbitrary locations. These methods replace the broken Texture.save(filename) method. - Clicking and holding the left mouse button when placing items now locks the item to the clicked square. - Added XBOX_Menu.png and XBOX_View.png controller icons. - Added autouse new sack of gravel/sand/etc when pouring it on ground - Renamed Skill books so that they are easier to categorise. - ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window. - 3D items now shown as textures instead of models. The shouldn't slide around as much when the player moves. This helps a lot with framerates when there are 100 nails on the ground, for example. In debug mode, holding the HOME key will disable the item atlas and render models as before. - Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on. - Changed some ItemHeight and Surface tile properties. - Added a title bar to the mini-map window which allows the mini-map to be repositioned. The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map. MP - Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online - do not apply impulses to static / kinematic vehicles - limit changes of linear and angular velocities - Passengers no longer allowed to exit the car while moving - Enable packet processing on the server - MultiplayerSeeNonPvpZones debug only option is added - Local admin check is delayed after set-access-level command - Player update replay is commented out - Check for local admin kick is improved - Turn on player teleport logs on the server - Admin is not kickable from safehouse - Burnt or smashed vehicle check is added for dismantle vehicle command - Car wreck is removed via new "dismantle" vehicle command - Only admin can delete vehicle via "remove" vehicle command - Add vehicle UI allows creation of burnt and smashed car wrecks - Anti-cheat: fixed kick local admin issue - Cancel auth ticket on client shutdown - Toggle timer is disabled in non-pvp area - MultiplayerLightAmbient debug option is removed - Refactored SafetySystem - Server option process cycles for SafetySystemManager are simplified - PVP safety is now set to true when PVP is disabled on server - Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini. - Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched. - Hide the black overlay when the sleeping players are killed Improvements to how the MP game handles dead player bodies - DeadBody creation is moved to the server - DeadBody ID is added (World version 192) - Client does not allocate dead body ID - Fixed player death animations - Fixed desaturation being set for dead player - Fixed reanimation delay timer starting immediately without 10 seconds delay - Fixed reanimation delay of 0-30 seconds - Fixed player death final animation - Fixed possible null point exception when zombie bites dead player - Fixed dead body grabbing breaking reanimation - Fixed dead body id not changing when added to world - Fixed desync of safety cooldown timer - Fixed sleeping player not being woken up in case of kick from safehouse - Fixed PVP icon being located over the map - Fixed players who could be kicked when admin removes that player from safehouse - Fixed when a non-owner player quits a safe house, other players also getting kicked. - Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately - Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player" - Fixed player being kicked when admin creates or removes PVP zone - Fixed SyncNonPvpZone packet send/receive loop - Fixed newly connected player not having all the non PVP zones - Fixed possible nullpointer in checkForNearbyRadios - Fixed zed texture 4 being used for player texture 5 instead of random index - Fixed reanimated player corpse disappearing - Fixed being able to turn pvp on when server option PVP set to false. - Fixed BufferUnderflowException on the server in SneezeCough packet processing - Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers(). - Fixed player appearance sync in multiplayer with greater than 32 connections. - Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer. - Fixed radio sync in MP - Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone - Fixed player being able to remove PVP button cooldown in non-PVP zone - Fixed unexpected anti-cheat kick just after leaving non-PVP zone - Fixed being able to turn pvp on when server option PVP is set to false. - Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone) VHS Fix - Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to. - Fixed ClientPlayerDB handling of WorldVersion. - Transfer known media lines from recorded_media.bin to the player on the first load. - Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player. The mod file is es.info.books.main.lua. MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter). MODDING - Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default. Item tagging changes MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO - Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types. - Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse(). - Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module. - Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported). The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type. ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline. It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one. These new methods were added to both Item and InventoryItem classes: String getReplaceType() HashMap<String,String> getReplaceTypes() String getReplaceType(String key) boolean hasReplaceType(String key) The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap. SOUND CHANGES - Added global parameters Electricity, RoomType, and Water. - Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are: FactoryMachineAmbiance HotdogMachineAmbiance PayPhoneAmbiance StreetLightAmbiance NeonLightAmbiance NeonSignAmbiance JukeboxAmbiance ControlStationAmbiance ClockAmbiance GasPumpAmbiance LightBulbAmbiance - The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker. - Added FMOD parameter value RoomType=Factory. - Changed debugSetRoomType() to accept an integer instead of the name of an enum value. - Added sounds: ArcadeMachineAmbiance CanisterAddFuelFromGasPump CanisterAddFuelSiphon VehicleAddFuelFromCanister VehicleAddFuelFromGasPump VehicleHeadlightsOn VehicleHeadlightsOff VehicleWindowHandleOpen VehicleWindowHandleClose VehicleWindowElectricOpen VehicleWindowElectricClose - Synchronize room lights and other objects losing power with the ElectricityOff timeline marker. - Added PlaceOneSound and PlaceMultipleSound item script properties. These are played when placing items using the "Place Item" command. The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items). - Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes. Increased the time of these recipes to allow the sound to play. The time is still quite short (was 5 ticks, now 15 ticks). Probably nobody will die waiting. - Added FountainBigAmbiance sound played to the multi-tile water fountain. The sound doesn't seem to loop and stops after several seconds. - Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound. - Added value MetalGate to the FenceTypeLow and TripObstacleType parameters. - Added sounds: BBQPropaneTankInsert BBQPropaneTankRemove BBQPropaneRunning BBQRegularAddFuel BBQRegularLight BBQRegularRunning CampfireAddFuel CampfireRunning CampfireLight CampfireBuild FireplaceAddFuel FireplaceRunning FireplaceLight ZombieTrip ZombieThumpGarageDoor - Added EquippedBaggageContainer FMOD parameter. - Added "SoundParameter = Name Value" item-script property. - Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound. - Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree. - A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer. This allows using different sounds for different attack animations. Currently this is used to play a different sound for spear stab versus spear slash attacks. - Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors. - Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd. - Changed how ambient sounds are played from doors and windows. Instead of choosing random objects, only the nearest exterior objects will play sound. Different sounds are played depending on whether the door or window is open or closed. This will be used for playing rain and wind sounds when the player is inside. - Fixed the BurningFlesh sound not stopping in multiplayer after a player dies. - Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out. - Play an animation when turning a propane barbecue on and off. - Fixed crouching when extinguishing a charcoal barbecue. CONTROLLER / STEAMDECK IMPROVEMENTS - ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll. Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck. Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires. - When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution. - When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller. - Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down. - Enabled the on-screen keyboard in CoopUserName.lua. - Leave room for two lines of tooltip text at the bottom of the character-creation profession ui. - Several panels in the main menu can be scrolled using the right joystick. - The Start/Menu button will display the main menu in single-player, or resume normal game speed. This is instead of pressing once to pause the game and double-pressing to display the main menu. The game can still be paused using the Back/View button radial menu. - Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display. - Allow mouse clicks etc in the inventory and loot windows when a controller is active. - Added controller navigation to the Temperature tab of the character info window. - Made the selection in the Health panel easier to see. - Made the character-info window more opaque. - Made CharacterCreationMain wider at lower resolutions to avoid overlap. - Added a button to the on-screen keyboard to hide and show password text. - Enabled controller navigation in the server browser ui. - Enabled controller navigation in the server-settings editor. - Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected. - Fixed navigation in the Multiplayer tab in the options. - Fixed editing server spawn regions with a controller. - Fixed the filter checkboxes going outside the ui on small screens. - Fixed being unable to navigate to the filter checkboxes and some other buttons. - Fixed controller focus when creating a splitscreen player. - Fixed toggling the mod under the mouse pointer when pressing the controller A button. - Fixed several cases of improper controller focus after clicking buttons with the mouse. - Fixed Lua error in MapSpawnSelect when the filename entry is hidden. - Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel. - Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading. - Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller. - Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup. - Fixed cancellation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null. - Fixed using the controller X button to "Toggle Vision Info" in the foraging ui. - Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen. - Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square. BALANCE - Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them. - Added amount of bait items to Fishing UI - Added dismantling cameras for scrap/skill points - Plastic bags and paper money can now be used as tinder. - Doors broken by zombies now give unusable wood instead of planks. - Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container. - Players now able to stack and unstack logs on the ground - Cars now remember their cruise control setting - Breaking vehicle windows now produces broken glass - Decrease zed attraction volume of “remove broken glass action" - Updated and fixed item categorizations - Updated evolvedrecipes.txt and items_food.txt. - Removed Cookable:true from the Burger evolved recipe. - Added the "|Cooked" flag to Burger ingredients in farming.txt. - Updated distributions Lua files UI - When placing items, the inventory and loot windows are collapsed if they aren't pinned open. - When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open. - Set the width of ISEquippedItem to match its buttons. This fixes the wider invisible area blocking mouse clicks. - Fixed commented-out DeadBodyAtlas debug rendering. - Set the texture compression option to be on by default. DEBUG - Updated Debug context menu. - Updated Debug Menu UI. - Added Z param to teleport. - Added change vehicle skin option to debug. - Added Sync for changing color, blood and skin of vehicles. - Refactored "Remove Item"-tool UI. - Added option to the F11 UI: Disable Welcome message (Works only in debug mode). - Added Reload Lua button to main screen (only in debug mode). - Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu). - Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel). - Added Admin context menu options (some options from debug). - Added cheat Spawn Key door - Added LootZed tool - Added LootZed tool cheat (Check what can spawn in a container with what chance) - Added remove items tools - Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area) - Added options to the "[DEBUG] Objects" menu to: 1) Change a mannequin's script. 2) Create a Moveable item in the player's inventory for a chosen mannequin script. - Changes to the debug Items List UI: - Don't recreate the ui each time it is displayed, because it's slow. - Keyboard focus is set to the "Type" text-entry box each time the ui is displayed. - Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus. FIXES - Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing. - Fixed the controller tooltip text in the character-creation profession ui not displaying. - Fixed the overly-long delay before changing the volume of a cd player or television when using a controller. - Fixed spam messages about CDplayer's invalid world sprite. - Fixed the player not running when moving too slowly to sprint. - Fixed the character-creation Add Trait button being covered by the controller tooltip text. - Fixed placing multiple items locking the items to the first square that is clicked. - Fixed controller focus not being set to the "Check back cover" ui. - Fixed exploit holding down the Escape key before starting certain actions. - Fixed taking damage when walking down stairs while faster-forwarding. - Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type. - Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed. - Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject(). - Fixed buggy player rendering in the in-game map when the player is attacked. - Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal". - Fixed some duplications and formatting in MainCreationMethods.lua. - Fixed custom Sandbox floats displaying too many decimals in the tooltip. - Fixed walls in Fire station in LV remaining cutaway for no reason. - Fixed character being able to rest on seats seen through some windows. - Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off. - Fixed not being able to attach sheet ropes at certain locations. - Fixed cars not remembering their cruise control setting. - Fixed "Place item on ground" ignoring item's favourite status when placing items. - Fixed being able to interact with rain collectors through the wall. - Fixed player-built doors inside houses being transparent at any angle of view. - Fixed Walkie-Talkies not showing new "equipped" weight when equipped. - Fixed Metalwork locker container name being "Crate" in the loot window. - Fixed a spawned bowl of pasta or rice not being edible. - Fixed Painted Crates becoming white after Pick up / Place down. - Fixed Rotten food showing in right click menu as (Fresh) when newly spawned. - Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection. - Fixed player-built walls cutting away completely when built inside of another building. - Fixed typo in AdjacentFreeTileFinder.lua. - Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario. - Fixed Dish Towel having option to "dry self" even if char is dry. - Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour. - Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart. - Fixed replacing disassembled floors with dirt tiles above ground level. - Fixed clock Size option not being changable while in game. - Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground. - Fixed disassmbling floors playing the standing animation instead of crouching. - Fixed saved Radio Stations being removed when a radio is removed and reinstalled. - Fixed Foundation Makeup requiring a mirror when it already comes with one. - Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container. - Fixed ISPaintMenu error when near a placed radio. - Fixed weirdness installing and uninstalling radios in vehicles. - Fixed NullPointerException in ParameterInside. - Fixed Composters not having a container icon and title. - Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot. - Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function. - Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example. - Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly. - Fixed Lua error when the mini-map doesn't exist. - Fixed jumbo item-atlas textures being drawn the first time models are loaded. - Fixed mannequins that spawn in containers being invisible when placing them the first time. - Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only. - Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items. - Fixed item-atlas textures being drawn in the incorrect position sometimes. - Fixed items floating in air or remaining on the ground after removing or placing furniture. - Fixed items on furniture being visible through walls. Item alpha is set to match that of the furniture it is placed on. - Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed. - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. - Fixed building Wallframe using two planks but giving three when disassembled - Fixed cooking an egg showing the progress bar twice - Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be. - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. - Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags. - Fixed support pillars for stairs not being created on the server or other clients. - Fixed inability to burn corpses in MP - Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede. - Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type. - Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning. - Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom(). - Fixed OldBrake1 VehicleType being 3 instead of 1. - Fixed the "Enable left joystick radial menu" option not being saved. - Fixed a Lua error pressing the Toggle Search Mode key before starting a game. - Fixed the Toggle Search Mode key getting in the way when the game is paused. - Fixed crafted radios getting less maximum range at higher Electricity levels. - Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20. UPDATES AND BALANCE TO ITEMS_FOOD.TXT Reformatted file layout: - Standardized tab/space usage. - Sorted item script variables by group/function for improved legibility. Removed AlwaysWelcomeGift' entries from item scripts: - 'AlwaysWelcomeGift' was used in versions of the game and is likely no longer functional. Changes made to evolvedRecipe Burger in evolvedrecipes: - Removed 'Cookable' property to match with sandwiches, tortillas, and burritos. - Added '|Cooked' requirement to cookable items that have Burger in their EvolvedRecipe list. Changes made to 'Egg': - Removed Sandwich/Baguette/Burger/Salad EvolvedRecipes due to requiring cooked version of item. - Since this item uses ReplaceOnCooked, 'EggBoiled' is used as a stand-in for its cooked version. Changes made to 'EggBoiled': - Restricted EvolvedRecipes to Sandwich, Sandwich Baguette, Burger, and Salad. Changes made to 'BurgerRecipe': - Nutrition stats were double-defined. Fixed. Changes made to 'Dough', 'DoughRolled', and 'BakingTrayBread': - 'ThirstChange' and 'UnhappyChange' were double defined. Fixed. Changes made to 'NoodleSoup' - Added 'CustomContextMenu' and 'CustomEatSound' options, same as 'SoupBowl'. - Changed 'EatType' from '2hand' to '2handbowl'. Changes made to 'TVDinner': - 'UnhappyChange' was double-defined. Fixed. Changes made to 'FrogMeat': - Added cooked specification to Salad EvolvedRecipe. Changes made to 'FishFried': - EvolvedRecipes called for cooked versions of food. Food is already cooked. Fixed. Changes made to 'Pepperoni': - Removed Burger/Burrito/Taco EvolvedRecipes. - Added Sandwich/Baguette EvolvedRecipes. Changes made to 'Salami': - Added same EvolvedRecipe list as 'Pepperoni'. Changes made to 'MincedMeat': - Added Sandwich/Baguette EvolvedRecipes. Made the following foods non-cookable/pre-cooked: - Marhsmallows (Item 'Smore' can't be crafted/cooked) - EggBoiled (Placed by ReplaceOnUse in container after item 'Egg' is fully cooked) - EggPoached (Non-craftable. Icon shows cooked version) - GrilledCheese (Non-craftable. Icon shows cooked version) - Pepperoni (Is cured/salted. Didn't have MinutesToCook/MinutesToBurn defined) - NoodleSoup (Non-craftable. Used in themed restaurants as pre-cooked food, like 'MeatDumpling' and 'MeatSteamBun') Added Taco/Burrito EvolvedRecipes to: - Chicken - FishFillet - Steak Added Soup/Stew EvolvedRecipes to: - Crackers - Biscuit - Cornbread Made the following foods non-perishable: - Pretzels (These are 'packaged' pretzels, similar to 'TortillaChips') Made the following foods perishable (DaysFresh/DaysTotallyRotten): - BakingTrayBread (3/6) - Biscuit (3/5) - CookieChocolateChip (7/30) - CookieJelly (7/30) - CookiesChocolate (7/30) - CookiesOatmeal (7/30) - CookiesShortbread (7/30) - Cornbread (3/5) - Croissant (3/5) - Cupcake (4/8) - DoughnutChocolate (3/5) - DoughnutFrosted (3/5) - DoughnutJelly (3/5) - DoughnutPlain (3/5) - Guacamole (4/8) - RefriedBeans (4/8) - Wasabi (4/8) Changes made to DaysFresh/DaysTotallyRotten values: - BreadSlices (1/2) > (3/6) [Age is derived from base item-- non-rotten bread could produce rotten slices] - BreadDough (4/9) > (3/6) - EggBoiled (14/21) > (3/6) - EggPoached (14/21) > (3/6) - EggOmelette (14/21) > (3/6) - EggScrambled (14/21) > (3/6) - OmeletteRecipe (3/10) > (3/6) Changes made to MinutesToCook/MinutesToBurn values: - BakingTrayBread (40/80) > (20/50) Changes made to HungerChange values: - GrilledCheese: -80 > -20 Added 'JamFruit' and 'JamMarmalade' to EvolvedRecipes. - Can be used in Sandwiches, Pancakes, Waffles, and Muffins. Removed 'UseDelta' from 'Sugar' due to not being Drainables. Changes made to 'Grapefruit': - Changed DisplayName from 'Grape fruit' to 'Grapefruit'. Changes made to 'Honey': - Is now considered a Spice. - Can be added to Fruit Salads, Hot Drinks, Sandwiches, Waffles, and Pancakes. Changes made to hunger values: - Centipede2: -13 > -5 - Centipede: -13 > -5 - CheeseSandwich: 50 > 15 - Cockroach: -11 > -5 - Cricket: -6 > -5 - Grasshopper: -7 > -5 - Millipede: -13 > -5 - Millipede: -13 > -5 - PeanutButterSandwich: 40 > 17 - Slug2: -10 > -5 - Slug: -10 > -5 - Snail: -10 > -5 - Sugar: 6 > 30 - SugarBrown: 6 > 30 Changes made to item weights: - CannedCarrots2: 0.7 > 0.8 - CannedCarrotsOpen: 0.7 > 0.8 - CannedCorn: 0.7 > 0.8 - CannedCornOpen: 0.7 > 0.8 - CannedFruitCocktail: 0.3 > 0.8 - CannedFruitCocktailOpen: 1 > 0.8 - CannedMushroomSoup: 0.7 > 0.8 - CannedMushroomSoupOpen: 0.7 > 0.8 - CannedPeaches: 0.3 > 0.8 - CannedPeachesOpen: 1 > 0.8 - CannedPeas: 0.7 > 0.8 - CannedPeasOpen: 0.7 > 0.8 - CannedPineapple: 0.3 > 0.8 - CannedPineappleOpen: 1 > 0.8 - CannedPotato2: 0.7 > 0.8 - CannedPotatoOpen: 0.7 > 0.8 - CannedSardines: 0.7 > 0.3 - CannedSardinesOpen: 0.7 > 0.3 - CannedTomato2: 0.7 > 0.8 - CannedTomatoOpen: 0.7 > 0.8 - Dogfood: 1 > 0.8 - DogfoodOpen: 1 > 0.8 - Lettuce: 0.7 > 0.2 Added 3D Models to the following items: - Lobster - Nettles Added 'DisplayCategory' entries to the following items: - BagelPlain - BagelPoppy - BagelSesame - Baguette - BakingTray_Muffin - BakingTray_Muffin_Recipe - Baloney - Biscuit - Blackbeans - Burrito - BurritoRecipe - CakeBlackForest - CakeCarrot - CakeCheeseCake - CakeChocolate - CakeRedVelvet - CakeStrawberryShortcake - ChickenFoot - ChocolateChips - CocoaPowder - CookiesChocolate - CookiesOatmeal - CookiesShortbread - Cornbread - Crackers - Crayfish - Croissant - Daikon - DoughnutChocolate - DoughnutFrosted - DoughnutJelly - DoughnutPlain - Edamame - EggBoiled - EggOmelette - EggPoached - EggScrambled - FishFried - FishRoe - FriedOnionRings - FriedOnionRingsCraft - GingerPickled - GingerRoot - GrahamCrackers - Grapefruit - Gravy - Gum - Hotsauce - Icing - JamFruit - JamMarmalade - Lime - Lobster - Maki - MapleSyrup - Marshmallows - MeatDumpling - MeatSteamBun - MincedMeat - MuffinFruit - MuffinGeneric - NoodleSoup - OilOlive - OilVegetable - OmeletteRecipe - Onigiri - OnionRings - Oysters - OystersFried - PancakesRecipe - Pear - Pepperoni - RefriedBeans - RicePaper - RiceVinegar - Salami - Sausage - Seaweed - Shrimp - ShrimpDumpling - ShrimpFried - ShrimpFriedCraft - Smore - Soysauce - Springroll - Squid - SquidCalamari - SugarBrown - SushiEgg - SushiFish - Taco - TacoRecipe - TacoShell - TofuFried - Tortilla - TortillaChips - WafflesRecipe - Wasabi
  8. HOTFIX TO UNSTABLE BRANCH - Updated Windows FMOD to version 2.02.06. This should fix sound issues and general strange FMOD behaviour for those suffering. Please let us know if it's fixed things for you, and we can push it live to everyone
  9. This was due to an error in FMOD itself, which they patched yesterday. We will hopefully be patching with a hotfix today Many thanks for the in-depth report above @HellsNels
  10. 41.68 compiled changelist (Also including 41.67 from the unstable branch) MP - Cheat control - Each anti-cheat can now be disabled via server option - Several anti-cheats can now be configured via server option - Anti-cheats are disabled by default for co-op hosted servers - Max/Min/Default values hint is added to ServerOptionChange UI window for double and integer server options - Old SafetySystem tooltip text is changed in accordance with new icon - GhostMod and NoClip are removed when admin gets player access level - Adjusted anti-cheat thresholds - Player is not kicked on coop host server - Adjust MP gain XP limit by sandbox XPMultiplier value - Fixed typo in UI_ValidationFailed_Type9 - System property "rconlo" is added to make RCON server listen on loopback interface only - New IsoObjectID class replaces ZombieIDMap. - Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server. The server browser and favorites list will display "... and N more" after the list of mods, when there are more mods than are displayed. This is to fix some servers reporting ??? as their version number, which prevents people from joining. - The server will exit if there are syntax errors in the servername_SandboxVars.lua file. - The server's servername_SandboxVars.lua is saved after loading it to update it to the latest version with comments. - Added missing buttons to disable toggle in admin panel UI - Added closing admin panel UI if player has no access level or revoked privileges - Added closing safezone tool UI if player has no access level or revoked privileges - Clarified safehouse tooltip - show all reasons why a safehouse cannot be claimed - Added server option "SafehouseAllowNonResidential" to allow claiming all buildings - Added confirmation before releasing a safe house - Fixed the owner sometimes showing in safehouse member list - Added check when releasing safehouse if player is the current owner or an admin - Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online - Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects - Added updating of the safehouse online member count periodically - Added allow changing safehouse owner to players which are a member - Added extended server quit logging - Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler(). - Added isConsistent() call to GameServer.receiveSyncClothing(). - Fixed both options on yes/no confirmation when quitting a safehouse removed the player - Fixed zombie that can be deleted by admin or zombie owner - Fixed server hanging on quit command because of active RCON connection - Fixed CD and VHS tapes possibly being different for each client. - Fixed GlobalModData.save() not being called on the server. - Fixed ZomboidRadio.Save() not being called when other things are saved on the server. It was called every 10 game-world minutes, however. - Fixed Lua error in ISPlayerStatsManageInvUI after calling the /additem command in multiplayer. - Fixed issues with the Stitch packet. - Fixed repeated exceptions in GameClient.sendAddedRemovedItems() when a container object is null for some reason. - Fixed adding items to or removing items from containers not being synced in multiplayer if the player teleports before the changes are reported to the server. This was one cause of the issue fixed above. NEW - Added "Enable left joystick radial menu" accessibility option. - Updated community translations. - Added 3D models (not all in-game yet) ENGINE - Updated Windows and Linux FMOD to 2.02.05. - Added error checking and logging when initializing FMOD. The sound system is disabled when errors occur. MODDING - Made the maximum allowed tiledef file number 16382. File numbers 0-99 are reserved for the game, as was already the case. The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each. However: please note that values higher than 8190 result in NEGATIVE sprite IDs. Numbers higher than 16382 definitely aren't allowed due to using 32-bit integers to hold sprite IDs. FORAGING - Added Search Focus system for foraging -focus is set in the investigate area window -only one focus may be active at a time -increases chance to find certain categories of item when searching -player must be skilled enough to identify the item category to focus on it -focus effectiveness is determined by player skill and category -hidden item categories will not be rerolled (rare find protection) -square must be valid to roll the item type (cannot be used to find plants on roads) - Fixed duplicate clothing effect displayed in ZoneDisplay tooltip - Fixed missing per player render flag in ISBaseIcon - Tidied spriteAffinities definitions - General tidying and alignment of tables - Removed stone/firewood identify category skill requirement - Added translations for search focus functions - Added controller support for search focus - Fixed medicinal herbs requirement - check for recipe instead of trait "Herbalist" - Fixed tooltips flickering in Zone Display - Added tooltip to make long tips easier to read without scrolling - Added zone display tip for using search focus - Updated focus check to occur before item preview is placed - Added blocking search focus for sprite affinity items BALANCE - Fixed Axeman not applying bonus for swing speed - Added correct adjustment of exercise fatigue. - Updated community translations. FIXES - Fixed car dashboard delay when taking damage - Fixed doors missing their glass, and the triangle-shaped floors_exterior_natural_01 dirt tile. - Fixed disassembling player-built floors resulting in two floor tiles after reloading, an auto-generated wood floor plus a dirt tile. - Fixed the result of FMOD::Studio::System::getCoreSystem() not being checked properly for errors. - Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui. - Fixed a BufferOverflowException when the number of reanimated player zombies is high. (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer) to be loaded for this exception to happen) - Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer. - Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition. - Fixed phantom item-transfer actions playing after crafting sometimes. - Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain(). - Fixed starting the MusicCombined event doing network stuff. - Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded. - Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer. - Fixed unnecessary pause when starting in debug
  11. Great feedback - many thanks
  12. Believe it was this: HOTFIX #2: MODDING - Raised the maximum allowed tiledef file number from 8190 to 16382. Note that values higher than 8190 result in NEGATIVE sprite IDs. Numbers higher than 16382 definitely aren't allowed due to using 32-bit integers to hold sprite IDs.
  13. That's not something we've replicated on our end - we will set the testers on it first thing Monday. Any other details - mods you might be running etc? Particular times it happens? This is on 41.68 I take it?
  14. This is fixed in 41.66+ I believe. It was to do with server and client disagreeing on whether the trailer was attached to the vehicle or not.
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