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Legoland99

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  1. Like
    Legoland99 got a reaction from gabriel rodrigues brandao in Cell phones as communication in the game   
    Knox telecommunication was working on the landlines and cellphone reception in the Exclusion zone would more than likely be blocked for anyone on that area. (military action/media blackout) 
    Here's a full transcript of all the broadcasts regarding the events in the PZ Lore. Enjoy. 
    https://pastebin.com/cBQVMzCG
  2. Like
    Legoland99 got a reaction from realfidel in All player made Building Archives Verison: 3 - 4/7/2022   
    I have about 200 buildings, I'll share them once the Union City Suburban Area is over and out to play. 150 of them are just houses. 110 at least are furnished and ready to be placed.
  3. Like
    Legoland99 got a reaction from Snicker in IWBUMS 41.22 released!   
    Great! I am really loving these updates!
  4. Like
    Legoland99 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
  5. Like
    Legoland99 got a reaction from turkler in Legoland99's official custom buildings thread!   
    84% out of the 200+ pack done. Here's a ground floor parking lot for a small apartment building. Easy way to park your car and close it off once garage functions come to the game.

  6. Like
    Legoland99 reacted to DresdenBBQ in Thermal Expansion   
    Oh my GOOOOODDDDD I LOVE the way the new holster system works! One thing I've ALWAYS loved the concept of but never really saw any game do is actually having your gear visible and I'm so glad Zomboid is taking this approach! It'll allow for a much more in depth character customization options and maybe, just maybe. I'll get killed by fewer diaper wearing bandits now! 
  7. Like
    Legoland99 reacted to nasKo in LAZEOID   
    Hello everyone! Lazy Thursdoid this week while we can get away with it, IWBUMs are out and for the most part everyone seems to be really happy with how its going. A few much more isolated issues to resolve on low end PCs and Mac, Linux builds. It sucks and we promise we’re working on them, if there’s anyone out there who feels they haven’t been responded to about their issue, chances are we’re already aware and are working on solving it or getting hold of a similar spec ourselves to debug on. Otherwise, people seem to be responding very positively, and player counts, reviews and everything seem to be very active. Exciting times!
    We released 5th patch to IWBUMs yesterday, and boy was everyone really happy to see the increased soap spawns! We seem to have licked all the specific performance related issues, and now only need to improve general performance with skeleton sharing between zombies in hordes. This will happen during IWBUMs at some stage, but is a bigger task than some others so we’ll see at what point it does drop in.
    We feel our naming scheme for the playstyles has been a lot more successful than previous attempts, the hotbar system has been going down a storm. We’ll carry on polishing, balancing and fixing until we’re finally ready to start testing the multiplayer code (no timescale on this, it really does depend on a lot of factors) and until then… enjoy!
    This week’s image from Vic on Steam. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  8. Like
    Legoland99 reacted to Livio Persemprio in IWBUMS 41.17 RELEASED!   
    amazing
    will this work on my already existing character or should i start a new game? 
  9. Spiffo
    Legoland99 reacted to lemmy101 in IWBUMS 41.17 RELEASED!   
    NEW
    All characters now start with a belt - giving them a "Back" slot & two belt (left/right) belt slots.
    You can either right click a slot, or drag & drop a weapon to it.  Or, alternatively, click a weapon in your inventory to attach it to the hotbar.
    Weapons will be shown on the player. Pressing a hotkey (from 1 to 5) will auto equip the weapon assigned to each slot.
    This is a work in progress system that we'd love feedback on!
    Added holsters
    Holsters have a chance to spawn on police/policestate zombies (automatic get one if he had a gun)
    - Rebuilt ProjectZomboid.exe as a gui application, no more console window. Should work with Steam remote play together now.
    - Added player Bob_VaultOverToFall animation when climbing over fences.
    - Added zombie Zombie_WalkTrees animation for walktoward and pathfind states.
    - Zombie lunge animations played at 50% speed in trees.

    BALANCE

    - Boosted wood axe damage, speed, amount of time you can move during strafe, to make it a viable (but still quite slow) heavy damage weapon
    - Force standing when drinking/filling items from sink.
    - Reduced handgun model size (+ muzzle redone)
    - Added Chipped stone to craft lance recipe.
    - Made tall fences transparent when the player is behind them
    - Disabled Hypochondriac trait until it can be fully reworked
    - Reload XP now given when inserting bullets in clip (small chance) and when reloading (bigger chance).
    - Added spear fishing.
    - Now equip in 2 hands shovel when taking dirt/sands..
    - Added Griddle pan for stir-fry.

    FIXES

    - Fixed zombies spawning in buildings long after a player has entered the building. 
    - Fixed Double-barrel shotgun issues.
      1) Missing inventory icon.
      2) Removed chamber, which allowed 3 shells to be loaded.
      3) Racking not required.
    - Fixed blob/suitcase Zeds on spawn
    - Fixed FMOD crash on 64-bit.
     Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'.
     SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused().
    - Fixed zombies getting stuck in the air after climbing through a window.
    - Fixed exception after renaming food to have a dollar-sign character in it.
    - Fixed lua error when taking compost from a composter.
    - Fixed zombified players interacting with doors/windows/etc by left-clicking.
    - Fixed new shovels not being useable for taking dirt/gravel/sand.
    - Fixed hammering animation when pouring dirt/gravel/sand from a bag.
    - Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes
    - Fixed issues pressing Escape while entering or exiting a vehicle, or switching seats.
    - Fixed players going through a wall when run-vaulting over a fence adjacent to the wall.
    - Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ.
    - Fixed Protection screen not working with a controller.
    - Fixed Info hair/beard buttons not working with a controller.
    - Fixed clothing dryer and washer continuing to play sound after the power goes out.
    - Fixed weather mask not updating when the zoom level changes.
    - Fixed weather mask not rendering for splitscreen players.
    - Fixed zombies get stuck after climbing over a fence with no floor on the other side.
    - Fixed some files being closed via garbage collection.
    - Crouch key only affects player 0 which fixes split-screen shared crouch
    - Fixed "Sit On Ground" context-menu option is available when already sitting.
    - Fixed "Sit On Ground" context-menu option is not available when using a controller.
    - Fixed adding frozen food into recipes.
    - Fixed old Socks still existing.
  10. Like
    Legoland99 reacted to Darkmark8910 in Small but Important Suggestions Thread   
    Jog as a Toggle, not a Hold-Down
     
    Please, please strongly consider making jog a toggle. Not just sprint, but also jog. If you're playing on a keyboard with mouse, it's nearly impossible to hold down a key while trying to move. Worse, due to the awkwardness of the fingers, it's hard to make tight movements - which is vital in the new build with the added zombie difficulty, and likely important if you're jogging! 

    Are others experiencing this issue? I don't think I have fat fingers or any such, and I type quite quickly. But trying to find a key that I can hold while also using WASD for movement is... well, I have been tinkering with it to no avail. 
  11. Like
    Legoland99 reacted to A Calm Dragon in IWBUMS 41.14 released!   
    Aaa, alright. Thank you! It was annoying to die of a cold in the middle of November anyways.
    Summer it is then!...for now.
  12. Like
    Legoland99 reacted to Blake81 in IWBUMS 41.14 released!   
    Is there a new patch? When I woke up, Steam had downloaded a PZ patch. Is there a changelist to that?
  13. Like
    Legoland99 got a reaction from trombonaught in IWBUMS 41.14 released!   
    Found a bug, when zombies fall from the first floor they get stuck in the air, and they do not come back when you go into the apartment. They just float and are indestructible.


  14. Spiffo
    Legoland99 reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    The size is fine, that building in your second image, you would place that one first and then place the building that would join to the right after it. Basically place the inside wall of building 2 after the outside wall of building 1 if that makes sense.
  15. Spiffo
    Legoland99 reacted to throttlekitty in The One Stop TileZed Mapping Shop   
    @Legoland99, that extra tile isn't extra, the walls/door/window are all sitting on the northen tip of the tile.
     
    Ringo, I have one question about zoning that I can't dig up still. Does the game use the Nav zone for anything?
  16. Spiffo
    Legoland99 reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    The best thing to do is create 6 new layers in the Layers tab on the right of your image, name them the same as the 6 that are already there except change the "0"'s to "1"'s. If you the click on levels you will see that you have created a new level that replicates the first. Then just make sure you have the correct levels floor or vegitation layer selected and then place as normal.
  17. Like
    Legoland99 reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    Pretty sure they represent different rooms in your building, shouldn't need to have it turned on to be fair. Just click on view and then make sure "highlight room under pointer" is unticked, close the cell and then re-open it, bulbs should be gone, you can always bring them back by re-ticking the "highlight room under pointer" option.
  18. Like
    Legoland99 reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    Yeah if you've been renaming stuff to fudge a fix then god knows what else you've broken. Delete your tiles, re-download the latest and make sure your tiles directories are set up properly both in tilezed and worlded like described above.
  19. Like
    Legoland99 reacted to Capt_Paradox in Project Zomboid Mapping Instructions - VegMap to Testing Custom Map   
    Does TileZed/WorldEd not work on mac? Maybe use a virtual box?
  20. Like
    Legoland99 reacted to Suomiboi in How to draw maps for the PZ Mapping tools   
    EDIT: Until I find the time to update this a bit, after checking this go see Thuztor's Mapping Guide! It explains this process in a bit more organized way
     
    Hi guys! Here's a little tutorial on how to draw "handmade" maps for the PZ mapping tools.
     
    So, let's start!
     
    1. Software
     
    You need somekind of a photo editing software. Paint will do, but I would recommend something with a bit more options. You could go with Photoshop or similar, but I like to use Gimp as it's free and has many similarities with Photoshop, but it's a bit more simple. Also as we're only editing a few colors we won't be needing anything too fancy.
     
    2. Maps
     
    There are two maps we will be drawing. The "main map", which has roads, streets and lighter grass areas. Then we have the more intricate vegetation map. We will start by drawing the "main map". The image has to be sized by the amount of cells you want to have on your map. one cell is 300x300pixels which means that if you want to have a 3x3 cell map the image has to be 900x900 pixels. (I'm not sure which way the pixels have to be if you'd want a 3x5 map for example, but it is either 900x1500 or 1500x900 I'll update when I get the info...)
     
    3. Drawing the "main map"
     
    When drawing a map 1 pixel = 1 tile
     
    Ok as said, we'll start by drawing the "main map". We have 6 colors to use in doing the map as follows:
     
    4. Drawing the vegetation map
     
    We'll start drawing the _veg map over your existing main map. This is where it comes handy to have a little more than paint in your disposal as you'll be able to create layers and add those on top of the main map. There's another six colors that will define the vegetation. (If you're using paint or a program that overwrites the .png file, save this after a different name for now.)
     
     
    5. Adding the maps to WorldEd
     
    Now that you have the two files, whateveryouwant.png and whateveryouwant_veg.png, make sure they are in the same folder. Then open WorldEd and from the top left click File, New... Then input the cell amount that responds with your map. Remember 1 cell = 300x300pixels.
     
     
    6. Start editing!
     
     
    Here are the .png Files I used in making this tutorial:
    http://i767.photobucket.com/albums/xx319/elmosyrjalainen/MyfirstPNG_zpsb42a622f.png
    http://i767.photobucket.com/albums/xx319/elmosyrjalainen/MyfirstPNG_veg_zps7f4b8629.png
    Feel free to use them in your learning! If you use them as a part of your mods or something else please add proper credit.
     
    Sorry if I forgot something or left something out. This went on a bit longer than I expected and I'm a bit tired. (It's about 4am here now and I have to wake up in 3 hours)
  21. Like
    Legoland99 reacted to Ciber Ninja in Making a Map, ideas/suggestions needed   
    A very long desert highway. Goal is to start at one end in a burnt out city and make your way to a less burnt city at the other end. But between traffic jams & broken bridges you are forced to make many detours into surrounding farmlands, forests, & small towns.
  22. Spiffo
    Legoland99 reacted to nasKo in Spiffo’s Round-Up #6   
    Hi everyone, here’s the highlights of the last few weeks of Project Zomboid Build 41 development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.
    First off, here’s the latest gameplay video taken from the internal test build – which shows off many of the developments we discuss in the blog below.
     
     
     
    So what kinda new animation tech are we seeing in this video, alongside the survivor with the level 10 (and beyond!) aiming skills? Well stick with us, and let’s find out.
     
     
    TRANSITIONS
    First, we’re off to Zac – for an explanation on the biggest update to the internal test version this month.
     
    “Up until now, the character would go from standing, to walking, to sneaking, to running, to standing again. At every state change, there was no lead-in. We were using some maths to blend from one pose to another, but it really wasn’t enough.”
     
    “The change was still looking fairly unnatural in some cases. The character had an air of defying gravity, for example, when he/she suddenly went from standing still to full sprint.”
     
    “Now though we can have transition animations. So in the described instance it’s: StandingToRunning. This is where the character will change stance, shift their weight, and launch into a run. As a result it all seems much more lifelike.”
     
    So, check this out:
     
     
     
    It’s with this Zac anim-transitioning magic, then, that we can have a handcrafted tailor-made animation to make the character aim down the sights and bridge the gap between the two poses. It makes everything looks much more sleek and cool.
     
    This has also led into the inclusion of the following…
     
     
    JOG vs SPRINT
    We’ve now finally gotten sprint mechanics fully integrated into the game. The idea behind sprint is to differentiate between a ‘fast jog’ and a short term sprint at maximum speed. The two are being balanced as follows:
     
    Fast jog: players will be able to maintain this for long periods, keep a level of control over their movement and stop quickly – but they will not be as fast as what you’re used to in terms of high-level PZ sprinting.
     
    Short term sprint: a sudden burst at a maximum speed. With this the character will maintain a much greater pace, with the cost of more stamina lost, louder footsteps and a much wider turning circle.
     
    In sprint you’d also have greater potential for accidents, particularly with clumsy characters if sprinting over/near obstacles or into walls. Those with high sprint/athleticism levels will be able to clear fences while sprinting – although clumsier and low skill survivors could well be advised to avoid this as a tumble/fall will be likely.
     
    Please note that, when taken, the following vid was highly WIP – however it does explain the improvements well.
     

     
    TWO THINGS: AT ONCE
    Anim masking was another of our ‘needs to be done before IWBUMS’ biggies. Essentially, when an animation is playing, it can be set to only play on certain bones of the character’s animation skeleton. The most obvious use of this being only upper body.
     
    Before this tech, it was impossible to, say, play a reload animation while walking, or eat while walking. Martin would have had to animate ‘walking while eating’, ‘walking while reloading’ and also every transition animation possible. Now, however, we can play the reloading animation on the upper body while the legs continue playing the walking animation.
    We’ve also done some reorganizing of the game code’s player states, to allow timed actions (those with a bar over the character’s head, used for everything including eating to reloading) to be able to be carried out at the same time as the character’s other major states used for walking, running etc.
     
    Here are two vids showing some of these masked anims, with the usual “WIP!” warning lights flashing. Especially with the seated one at that point in development. Reloading looks cool though, right?
     
     

     
    BASIC STEALTH SYSTEM
    We have animations for a more complex stealth system – including cover traversal, shooting from cover, rounding corners, wall hugging etc but as we’ve said before that will be coming in a later build.
     
    What we’ve added into 41, however, is a first taste of it all – tied to a crouch/sneak toggle that’s currently on ‘C’ on your keyboard. Here’s a quick vid that can explain it all a bit better than using words.
     
     
    Please note: just after recording this video we discovered that the character’s kneeling idle wasn’t playing while crouching when stationary due to a bug. Please note that the character’s visible profile over objects will be reduced more while stationary than what’s seen in the vid. And also make the position less brutal on the character’s knees.
     
    Please also note: unless there’s a huge campaign against it, from within or without, we’ll likely stop zeds eating below the waist of the corpses they come across. It looks a little too much like a sex act.

     
    ZED SCENES
    Build 41 will be slightly changing PZ’s zombie lore so that the initial wave of zombification occurred in a manner that people died a bit more quickly – to the extent that the zeds they left behind will be wearing relevant clothing and placed in situations relevant to what they were doing when they turned.
     
    The new model and clothing system means that we can have randomized ‘scenes’ in houses to give a bit of flavor to what was happening in the home before/during the Knox Event, with some common and others rare. Likewise we can do the same for more horrific scenes that happened after the event itself, placed further down the PZ timeline.
     
    To this end then we could, for example, have a small chance of having a home where there was a prayer meeting happening represented by a priest zed and 4-5 civilian zeds holding bibles.
    At the other end of the spectrum we could suggest in another house that two people were being over-friendly with each other by having two zombies not wearing any clothes in a bedroom. Or simply that a bathroom zed was having a wash by having them appear in a bathrobe, or without clothes, in their bathroom.
     
    Although it doesn’t look as visually appealing as we’d like it (one day we will hopefully be able to invest in a 3D modeler to work with us on items left on the floor) we can also scatter around bottle sprites, clothing sprites, books etc. to elaborate on the scene.
     


     
    STILL TO DO
    Once the anim masking is 100%, the last big pieces to slot into place for an IWBUMS beta are hooking it all into MP and rotational blending.
     
    We’ve explained it before, but for clarity, this rotational system is required to allow:
     
    Anims for characters to turn on the spot to any angle
    An anim for characters stopping while running and thrusting into a run at a different angle
    Anims for zombies hearing a player and turning their head toward them, before turning and stumbling in their direction
    Any general animation that contains rotation within them that needs to conceivably work at any 360 degree angle, and be able to blend between the base compass position animations provided by Martin.
     
    These are especially important to the game as right now the character turns with a turning circle like they are a vehicle, which makes them extremely awkward to move precisely indoors. (It’s not obvious from the videos, but you’d find it annoying to play!)
     
    We also need to work on zed hordes pooling what states zombies are in, and sharing a smaller pool of zombie skeletons for the same anims so we get better performance when there’s a horde on-screen. (Seeing as Zac was previously the guy who got two million dancing penguin models on the Wii though, we’ve undoubtedly got the best man for the job.)
     
    When all this baseline anims tech is in the build, and only then, we will open up the IWBUMS beta to wider testing. In the meantime the rest of the team are on polish, fix and balance duty – as well as hooking up the new stuff as and when it rolls in.
     
     
    IN OTHER NEWS
    ChrisW is still working with us, and is improving his cutaway system so it’s clearer where doorways and windows are – and are no longer big scary black lumps of probable doom in the internal build.
     

     
     
    EP has had a bit of fun, and has used the new anims and models system to create mannequins that can be moved into safehouses and dressed however a shopkeeper’s (or survivor’s) might like them to be dressed…

     
     
    Xeonyx’s Kingsmouth paradise island Challenge Map now has bikini and swim short zeds!

     
     
    The development of our version of Louisville continues, for a long-distant version of the future.

     
     
    We also, sadly, decided to fix the bug that was making survivors look like this.

     
    This is the sixth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. That’s all for now, keep tabs on our website for more every week!
     
  23. Like
    Legoland99 reacted to Berries in Small map bugs   
    Location: https://map.projectzomboid.com/#0.5625555911685057,0.10464194913101307,1224.7512355848437
     
    Description: 
    The inner living room wall(s) use a facade that's usually used for the outer walls. It looks very strange.
     
    Location: https://map.projectzomboid.com/#0.5562604698931896,0.10170001943236911,1224.7512355848437
     
    Description: 
    The level 0 wall tile uses a grey stone facade, while the level 1 tile above uses a yellow brick facade. It looks very weird, and it's not even seen on the online map. (Likely a bug introduced with build 40)
     
    Location: https://map.projectzomboid.com/#0.9172242816206371,0.2717156391739158,612.3756177924218
     
    Location 2: https://map.projectzomboid.com/#0.66426326311681,0.212467790198147,231.13869259618653
     
    Location 3: https://map.projectzomboid.com/#0.5502823029086823,0.10274567350794927,462.27738519237306
     
    Description:
    On the online map, this house seems to have missing walls. I've gone there in-game to investigate this, and haven't found any. What I found instead though, was a very strange looking row of walls. They were on level 1 height, above the porch.
     
     
    Evidence: https://imgur.com/a/PQrHD5I
     
    sorry for nitpicking
  24. Like
    Legoland99 reacted to pzfreak in Fridge Room/Food in winter   
    Hello,
    Will it be possible for food to freeze (or at least chill) when left outside during winter?
    It might be nice alternative to fridge when is -10 outside (plus most students does that during winter in real life. hang food outside in plastic bag)
    also (you know i really want basements lol - i can wait) - maybe it would be possible to - using shovel and concrete - "build" some hole in the ground as storage (something like hand made cooler - not to make stuff freeze but to keep it in lower temperature, expanding spoilage time) - plus this whole can be used later to build smoker to make beef jerky or smoked fish.
  25. pillow
    Legoland99 reacted to ZonaryQuasar in Car floating in the air upside down (Multiplayer)   
    Exactly what the title says. When in multiplayer, I reproduced this bug two times in the same session. The two vehicles we found, after we drive them a little bit, when we're almost at out base, they simply turn upside down and floats in the air. You can still enter the car and start the engine, but it does not move. 
    This happened in my first multiplayer session, this weekend (latest build). While in single player mode, I played all month and never saw this happening, so I believe it's multiplayer only.
    I forgot to take a screen, but someone posted one on reddit, I'll attach it to this post.
    Sorry if this was already reported.

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