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Elorh

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  1. Spiffo
    Elorh got a reaction from Guicsr02 in Elorh's big post of ideas   
    Hi everyone! Especially for Zomboid developers :3
     
    I love your work and I have seen how well you take care of the community during all these years, especially with the ideas that many of us have written in this forum. I have found that you improve the game every day and you like many of our contributions, that is why I have been accumulating some ideas for about a year now, which I wanted to share with all of you with the intention of making the game grow even more.
     
    It's possible that many of them are already written in the forum, I don't know, but I share them as I wrote them when I thought about them. I am an intermediate English speaker, so I apologize if something is not well explained. The ideas are separated into blocks for easy reading.

    //==============================================================================================================================//
    Construction and furniture:
    -Let the player check the condition of the wooden doors/walls, and repair them with sufficient level of carpentry. 
    For obvious reasons.

    -To be able to pass over counters and furniture such as sofas. 
    It's horrible when you get stuck because of a sofa and coffee table, and you are terribly eaten by a zombie family.

    -Some parts of current furniture cannot be moved or collected, such as some kitchen shelves, gas station countertops and furniture, and last but not the least, the composter.
    Yes, for me the composter is really important, I like to take my shit from refuge to refuge.

    -To be able to put objects on the tables, such as pots on the countertops, cans on the tables. What's the point of a table if you can't put anything on it?
    Okay, I just found out from your latest updates that you guys are working on it. I love you. Really. I do.

    -When I collect exterior lights from other buildings, and relocate them to other buildings a.k.a. my own refuge, they stop working for good. Is it necessary to install them in a specific way? This should be clearer. Perhaps with level 2 electrician skill you could see the connections of a building with a specific appliance. That would be fantastic!

    -The same thing happens to me with facilities that require water, such as sinks, drinking fountains, etc. I know you have to install them to work, and have a water source on top, as I have seen in a video, but I think that with carpentry skills you could implement a way to get the water to wherever you want. An example of this problem: I installed a sink outside my shelter, an ordinary building, so that I could quickly access the water and fill my watering cans faster. Obviously the water was not coming out, and I wondered if we would to be able to use pipes or something similar. It would be logical and a very interesting new mechanic for the game.
    Yes, I have played Minecraft a lot with a pipe mod (Buildcraft). I love to play with liquids... Don't look at me that way ...
     
    -Roofs: I would love to be able to build roofs for my shelters, not just put up a flat plank. Oh, and I would love to have the ability to destroy all types of roofs for some buildings. Example: I like to farm inside buildings, which are well-protected places where zombies cannot easily enter. Unfortunately I had to use a mod from the workshop to be able to remove the rooftops, and I wanted to know if it could be implemented in the game.

    -I think construction should be slower and louder. At least at low levels. That would be more fun and offer a bigger reward to players who manage to build their shelter or safe zone. Right now I think it's exaggeratedly easy.
    Right now in my game, I have managed to seal off and surround half the town of West Point in a relatively short time. But for a human it should be a daunting task. Maybe I'm superman!

    -Being able to remove the mattresses from the beds, so that they can be transported quickly to the shelters without having the ability to move furniture or need tools.
    I find it really immersive for the first few nights or months, until you develop your carpentry.

    -Is it possible to climb the vertical stairs that I see in some buildings? I've never known how, it should be like climbing with ropes. It would be great if it could be implemented and built with the skill of metalworking.

    -Attics: Watching American movies, I see that almost all the houses in the towns have attics, with vertical stairs, and it is always very scary to go up to those places. It would be fun to be able to live high up and pick up the ladder.

    -Decorating houses and shelters should influence the happiness of the characters. Having plants, vases, libraries or more types of furniture would be like a minigame, on the one hand you decorate your home, and on the other you make your character feel better.

    -I have seen in the post office, a piece of furniture called "Standing vault". It is useless, you can not open it, or save things. It would be interesting to enable an inventory for it.

    //==============================================================================================================================//
    Immersion:
    -Cause the beds to get dirty if you sleep in dirty or bloody clothes.
    Personally, that would make me very sad. And a lot of disgust.

    -Sleep badly, or be uncomfortable if you sleep with clothes, backpacks and weapons, or with a lot of weight.

    -Suffer pain the next day if you sleep with backpacks.
    It seems obvious to me, but I'm sure you all do it.

    -Some way to identify something rotten, bad smells inside a building. A character status that indicates that the room smells bad (Corpses or food).

    -More voices. Screaming, heavy breathing after running, or when you have anxiety.
    This would be wonderful for immersion. Breathing sounds and little screams when opening the door and finding a zombie.

    -The floor ends up getting dirty, turning gray. Throughout the months, the inside of buildings should be dusty and dirty or full of plants inside, unless you clean it. It is interesting because in addition to the damage to the buildings, it would create a real sense of the passage of time.

    -Cleaning the home and surroundings, or getting sad.

    //==============================================================================================================================//
    Gameplay:
    -Other ways to increase happiness (Music, playing instruments like the piano, guittar, etc).  I also don't understand why my character gets sad when he reads a book inside the house, or is simply inside the shelter.
    Ok, studying is boring, but my character is going to want to commit suicide by reading skills books.

    -Dirty fabrics or ripped sheets are not machine washed, I must do it by hand. Why?

    -Colorful scraps for clothing. They are all white! Is there a possibility that they had the color of the clothes that are torn?
    The world is full of colors, don't live in black and white, please!

    -Mechanical and metalworking skills should be used to create pipes and electrical installations. It would be great if with a high level, you could bring civilization back to buildings, especially when playing with survivors (NPCs).

    It would be great to be able to use the automatic garage doors, and create automatic doors for players, especially when driving vehicles. With the skills of metalworking, carpentry, and electricity, they could be disassembled and built.

    -Make improvised gloves with cloth to remove window glass.
    It would be the first thing I would do if I had to go through a window full of broken glass.

    -That the containers have compartments, not that everything is scrambled. A closet could have drawers, to divide everything.

    //==============================================================================================================================//
    Lights:
    Yes, I know this is more complicated, but I also think it would be amazing for the game. If the light could be improved so that it could enter buildings through windows, the light from streetlights, or from a player carrying a flashlight, would have a great impact on the visual aspect of the game.
     
    -Flickering lights in the corridors of some buildings. The possibility of light bulbs burning out.
     
    -I recommend that the light of the flashlights be different. On the one hand that darkens the environment outside of the light provided by the flashlight, and what it illuminates, that illuminates it more and with a rounded shape on the walls.
    I remember seeing an amazing image on Steam, posted by some player, where the light had been modified. A room with a piano was shown, filled with candles, as daylight poured in through the window. IT WAS INCREDIBLE.

    //==============================================================================================================================//
    Weapons:
    -To be able to throw any weapon or object.
     
    -The bags have a strange animation when equipped and fighting. They appear to be stiff with extra strong glue.
     
    -Being able to defend yourself with furniture, such as a chair.
     
    //==============================================================================================================================//
    Health:
    -I recommend to improve the health system. When I make a small cut when falling, I almost always have severe lacerations. Hit the wall, severe laceration. I fall when jumping over a fence, severe laceration. I propose that there are slight lacerations, because it does not seem normal to me to bleed out from abrasions.
    If it was like this game, we would never have survived prehistory.
     
    -It would be nice to have new traits to earn more Fitness / Strength points. That is, be an athlete, or watch fitness television programs that help you. The impact on the game of exercising is negligible. In a game of 4 months of play I was not able to go up a level, exercising almost every day.

    //==============================================================================================================================//
    New animations:
    -Drag corpses.

    -Charge running against a zombie to throw it to the ground, being able to hurt you.

    -Take a look over walls or fences before jumping over them.
    It's funny how the character jumps to the other side of a wall even seeing that 5 zombies are waiting for him on the other side.

    -The possibility of climbing on cars, either on hoods or cars roofs.
    Who hasn't seen a scene like this in a movie or videogame?

    -When you jump through a window, if there is a car under it, it would be great to be able to land on the roof of the car and not get hurt.

    -Animations to sit on chairs, sofas and beds to rest (furniture in general).

    -To be able to lie on floors and beds. I don't know if the character can sleep on the floor, I've never tried.

    -Showers: It would be great to have animation when you open a shower and be able to see the water coming out. I also think showering should be a must to get rid of dirt. The animation of cleaning in the sink is great, but there are bathtubs and showers ... Also, the sound of the water could attract zombies, and that would be a lot of fun.

    -Be able to push doors to prevent zombies from entering.
     
    -Transport: In addition to the backpacks, which has been incredible, I recommend creating shopping carts, as if it were a small vehicle with which you could also push zombies and carry more objects than with a backpack. They could be repaired with metalwork.
     
    -Climb on furniture. Being able to climb on wooden boxes, cars, etc., to be able to reach low roofs, windows, or even see what is on the other side of a wall.
     
    //==============================================================================================================================//
    Sounds:
    -Zombies sometimes growl like women, and sometimes like men. It does not match properly.

    -Sometimes, within my safe areas, totally fenced, screams of people being attacked as if they were next to me. It's very weird. I recommend that if an area is fully protected or fenced, certain sounds cannot be played.
     
    -The sounds of the vehicles are very annoying. They have a very unreal motor loop, and driving them is a bit annoying at times.
     
    //==============================================================================================================================//
    Travel the world:
    -Navigate the river. Yes, I know there is a cool mod out there, but it would be great if the character could swim or ride in little boats.
     
    -Planes: It would also be great to be able to fly in small agricultural planes, or helicopters if you could find enough gasoline. The map is huge, and I love it, but I am aware that I will not be able to reach certain places practically ever, and maybe being able to fly would help a lot to enjoy the whole map, especially in multiplayer, when creating multiple shelters.
     
    //==============================================================================================================================//
    Farming and gardening: (For me, one of the most entertaining activities in the game)
     
    -Possibility of having a lawn mower to cut the grass quickly when it grows, it would also make noise. The mower could be interesting to disassemble with electronics, or to make noise and attract zombies.

    -I recommend to reduce xp by farming enormously, in 2 months I have reached the maximum using books. I think it is not well compensated.
     
    -Farming skill should allow you to grow different types of plants depending on the level, so that there are many more crops and you can farm in different seasons if you have a high level.
    More types of crops. The Hydrocraft developer did an excellent job introducing many types of plants that greatly enriched the game. Perhaps this developer can contribute something to the game officially.
     
    -More types of crops, not only soil, to be able to grow spices in pots to add to food, such as thyme, basil, parsley, etc., that bring happiness to the food.

    -With the skill, to be able to make better fertilizers.

    -Introduce fruit trees to the world in the generation of the world. It would be very interesting to go and look for seasonal fruit in the forest.

    -Water with hoses, as long as you have a building nearby.

    -Using different garden tools should improve the speed of planting / collecting food.
     
    -Being able to plant flowers and decorative plants to improve the character's morale.
     
    //==============================================================================================================================//
    Jobs and skills:
    -I recommend to improve electrician so that he can really work with electricity in buildings.
    It seems that it only works for moving refrigerators and creating low impact traps in the game.

    -Plumbing to distribute the water with metalworking skills.
    I think it is very necessary and interesting. New mechanics!

    -Doctors and nurses really have little use in the game, as the first aid skill does not seem to have much of an impact. I recommend developing medical tools to operate if necessary, and the introduction of more medical centers or hospitals, with different rooms and uses. It would be great if an NPC or player is injured and needs an emergency operation that can only be treated on a hospital operating table.
     
    -All professions should have some unique ability, not just the distribution of points, but something that only they can do, for the purpose of playing online.
    It is not normal that reading a couple of books and doing a few activities, you already have the experience of a professional who has worked on it for years.
     
    //==============================================================================================================================//
    NPCs:
    -Set random origins of survivors. Example: A traffic accident on the road, if you have bandages, you can save the driver and help him recover at your base. If you do, you will earn his trust.
    Example 2: Finding a family trapped in a house surrounded by zombies. If you help them, they will join your group.
    This would greatly encourage exploration of the great map you have created.
     
    -Randomize the survivors and their locations so that each game is completely different. There may be many in jail in one game, but none in the next, and they are all zombies.
     
    -Allow NPCs to have many kinds of stories. Have a chance to gain their trust and have small conversations with them. Develop friendships and relationships, in a way that increases the character's morale, or sadness if they die.
    Allow the community to write these stories and use workshop. This would help a lot to grow the game.
     
    -Allow job assignments based on the characteristics and abilities of the survivors. Experience gain and levels of the survivors.

    -Ability to establish search groups with NPCs that accompany you, or who go on their own to find resources. Always with the possibility that they will not return or die in the process, and then you can find their corpse or zombie.

    -Socializing with the NPCs should yield unique morale states, and specific traits such as being lonely, or sociable should be created.
     
    //==============================================================================================================================//
    Community:
    -Encourage the community to get more involved in the project with better tools. Games like Minecraft, for example, were a real hit thanks to player-created mods.
    I think that if the map creation tools were easier to use, I think that a large number of players would dedicate themselves to creating more and more content, making the game grow without stopping. It is already happening and now they are difficult to use, so imagine if they are more accessible.
     
    //==============================================================================================================================//
    Music:
    -Being able to listen to cassettes, CDs or videotapes with the music that the players have in a personal folder. It would be quite interesting.
     
    Final recommendation for players:
    I love Project Zomboid music, but when you've played over 400 hours like me, sometimes you prefer to listen to other things.
    I highly recommend listening to the Lustmord albums. They are perfect for this game as they completely transform your atmosphere, to the point of being scary.


    //==============================================================================================================================//
     
    Many thanks to the entire community, and especially the developers, who have created the best survival and zombie game by far.
    It may not be the game with the best graphics on the market, but the world you have created, the mechanics, the gameplay, the setting, and everything that you continue to develop, makes it a game thousands of times better than the last generation games that come out every year on Steam, that you play once and then forget about them.
    Your game is a piece of art. Thank you, and I will continue to recommend your game to every friend who wants to have a great experience.

    Love u all.
  2. Like
    Elorh reacted to Geras in Small but Important Suggestions Thread   
    1079
     
    Add "Zombie virus infection chance" to sandbox, so we can adjust how infectious scratches, lacerations, and bites are.
     
    I'd like to set bites to 99%, personally, for my sandbox games.
  3. Like
    Elorh got a reaction from Sexual_Zombie in Small but Important Suggestions Thread   
    Electricity (I think we should have more options for this skill)
    //===============================//
    738. Let players make electrical installations in buildings, inside or outside them.
    739.Possibility to plug outside lights with an electrical installation with electric cables.
    740.Energy machinery like small wind turbines. I'm not going to suggest solar pannels because in the story line the year is 1990 I think, but I would love to have them maybe in the future.
    741.Clean clothes using washing machines and dryers. Possibility to use them in the future with generators and your electric skill.
    742. Use of batteries, for example to turn on lights, use microwaves, etc. Players could charge batteries with generators. 

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

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

     
  6. Pie
    Elorh reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    Build 40 has been released onto the public 'I Will Back Up My Save' IWBUMS beta.  For information how to access this, please go here.
     
    NEW
     
    Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year New shaders for times of day and seasonal effects Storms that move over the map Fog and mist New 'A Storm is Coming' and 'The Mist Descends' scenarios  New isoRegions system to detect an enclosed area - player-made or dev-created - to keep weather effects on the outside New player character temperature system New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now. New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard. New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items. Added BloodSplatLifespanDays server option to remove old blood-splats. Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. New car-battery charger that is placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item nos requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.  Repair Engine and Take Engine Parts now show progressbars and flash Success/Failure. Drunk moodle now has an impact on driver steering input Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel. Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart. Updated community translations. Also updated translations with the display names to aid the process. Many UI changes to handle different font sizes. Added context-menu font-size option. Warnings now displayed on button tooltips in the Mods screen. Added UIFont.DebugConsole for the lua console which doesn't handle larger fonts. Added a setColor function to BaseVehicle.java. Added DebugOptions.WorldStreamerSlowLoad to simulate slow map loading. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added a way to dismantle car wreck (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added seperate Shadow extents from vehicle extents to allow for better shadows You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Updated fonts to bold to aid readability. Re-exported the map for to improve zombie density in some farmland and rural areas.  Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride. Added a way to edit Admin powers (invisible, godmod, no clip, unlimited carry etc) in the in-game admin panel Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a second pass of floor shading, so it is a help to low-spec users.] Added Display option to disable the new roof-hiding feature for low-spec users. Shader now used to draw wall + stencil + lighting in a single pass. Difficult to tell how much FPS boost this results in, but could help. Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP Added an eight-second timeout while waiting for the checksum response from the server. Added player body temperature info to moodles Updated menu screen with vertical rather than horizontal options - due to problems with taskbar in latest Windows Updates. Added a UI to display status and error messages when attempting to connect to a server. Added a chevrons on character screen next to the weight to indicate if weight is increasing or decreasing. New driving-related traits  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Increased the height of tooltip progressbars by 1 pixel. Added being able to rest/sleep on picnic table (considered as a bad bed.) Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane" items to the loot table. Added missing nutrition values to medicinal herbs and condiments. Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers) Lowered the alarm clocks & digital watch wake up distance. Added "Very Low" choice to CarSpawnRate Sandbox option. Increased VOIP range  (fade and falloff) Bowls of soup now affect thirst. Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used. Changed in-vehicle visibility cone when driving through weather effects. Cone now extends based on darkness value. Metal tube added to dismantle car wreck loot table. Player can now sleep in a car that has its engine running. Moved the ServerToolbox (and Lua DebugConsole) close buttons to the left to match other windows. Improved vehicle handling  
    MODDING
     
    LoadVehicleModel lua function and re-calc spawn chance added to aid players who want to mod in new/individual cars. Mapper-placed generators are now functional objects when first loaded.  
    FIXES
     
    Fixed character info UI exception when admin assigns a profession to a formerly profession-less player. Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor. Fixed ancient font kerning bug. Fixed "Loading..." message appearing briefly when continuing an existing save. Fixed resize bug with the server browser that made the tabs unclickable. Fixed missing scrollbar in the New Game screen. Fixed duplicate scrollbars in some server-settings editor lists. Fixed "Lage Metal Shelves" typo. Fixed house with missing walls near 14070,5200. Fixed rendering hidden moodles every frame. Fixed unused duplicate ISInventoryPage.refreshBackpacks() Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT. Fixed bug that could result in invisible 3D corpses. Fixed invalid RGB values used in TextManager.DrawString(x,y,str) Fixed GC created while loading files and some related to textures loading. Fixed unoptimized TextManager.getFontFromEnum() Fixed splitscreen players not being able to wake themselves up with less than two controllers active. Fixed exception playing zombie sounds when a zombie's current square is null. Fixed server sending smash-window packets to distant clients. Fixed outright carmageddon when vehicle ids become negative after a long time running. Fixed "Drop" option appearing for non-droppable moveable objects in inventory. Fixed not being able to pick up corpses behind tall windows. Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed. Fixed "Peanut Butter and  Sandwich". Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab. Fixed calculation of the amount of condition restored when fixing things. Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes. Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes. Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1). Fixed being able to equip weapon while running. Fixed lack of ability to plaster and paint a wooden pillar. Fixed campfire spawning items. Fixed painting a wall not removing a blood splat on it. Fixed progress bar not showing when adding an ingredient in an evolved recipe. Fixed not being to craft battery connector for some movable items. Fixed GameClient.receiveItemListNet() using short instead of int ids. Fixed "Level Up" button in Player Stats admin UI not updating target player. Fixed IsoObject.save() handling of Attached sprites. Fixed exception reading a map chunk when an object without a sprite was saved. Fixed client exception taking a bag off the ground shortly after transferring items to/from it. Fixed being able to dig graves from a vehicle. Fixed wrong nutrition value for PanFish. Fixed various wrong container items spawning. Fixed not being allowed to take more dirt from the same spot. Fixed appropriate tiles not being seen as "Gravel". Fixed carpentry/metalwork/walkto context option being available while inside a vehicle. Fixed being able to dig with hands and shovel from a car. Fixed a bug when trying to eat an item that was no longer there. Fixed carpentry door option not being disabled if nothing could be built. Fixed typo "You killed 0 zombie" into "You killed 0 zombies". Fixed server sending (most but not all) vehicle packets to distant clients. Fixed server sending multiple packets when brake lights turn on/off. Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player. Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while. Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs. Fixed being able to move the health body status everywhere. Fixed some wrong/missing parking lot zones. Fixed campfire container icon not being displayed. Fixed speed controls clock button being too fast. Fixed client sending 20KB checksum string to the server. Fixed error loading zomboidSmall font on Mac/Linux. Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods. Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options. Fixed SystemDisabler.doAllowDebugConnections being set to true Fixed headlights on Sportscar being incorrectly positioned Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical. Fixed physicsDelay and physicsDelayServer transmitting incorrectly Fixed Function UpdateLimit.Check incorrectly calculating delay time. Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch. Fixed Van sliding around map even without brakes and tires Fixed debug log message "VID=__ force=__" on server Fixed vehicles that can be rammed to turn over and float above zombies Fixed shell texture being set to null for special vehicles Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired Fixed 'Cone of light' from vehicle headlights being too narrow Fixed not being able to get into cars that are tightly packed in parking lots Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side Fixed Van/VanSeats missing textures for uninstalled rear doors Fixed Van/VanSeats missing textures for uninstalled middle doors Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network. Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152) Fixed plants clipping through the car Fixed trash sprite being rendered above the car Fixed visual anomaly after re-loading a Host server and driving Fixed passengers sometimes not being able to exit from vehicle after travel. Fixed the wrong render of "Random" - Button In "Customise Character" menu Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely Fixed zombies hit by a turning car snapping to a different position Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement Fixed issues with how Zombies walk between several sources of sounds. Fixed incorrectly displayed position of vehicle after collision with another car. Fixed cars floating to the ground when spawned Fixed some car texture issues Fixed the game sometimes not reacting to some keys (V and Esc) Fixed horn (Q or V menu) causing popping sound, as if several were being played at once Fixed clicking repeatedly while the game is saving can causing it to lock up Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle. Fixed cars showing damage texture on parts but not in Mechanics menu Fixed some standing zombies not reacting to collisions with vehicle in MP. Fixed the 'Hours until death from zombie infection' not starting at the exact mome infection occurs. Fixed ambient sound emitters being played every frame and clogging the FMOD command queue. Fixed sound file name instead of GameSound name in AttackVehicleState. Fixed UIElements not getting onMouseMoveOutside callbacks sometimes. Fixed selecting text in UITextBox2 with the mouse. Fixed BaseVehicle.emitter not being removed from SoundManager.emitters. Fixed "0-12 hours" Sandbox setting killing instantly. Fixed server database editor not handling special characters in strings. Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait. Fixed vehicle exit positions not being blocked by obstacles properly. Fixed various door and window sounds not playing for remote clients. Fixed metalwork crafting sounds not using GameSound name. Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE. Fixed mechanics UI delay in showing textures when opened for the first time. Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file. Fixed multithreading bug with animation loading. Fixed missing RotateObject GameSound. Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen. Fixed street signs not showing the collided-with sprites Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb() Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database Fixed game characters with names in different registers being loaded as one and the same character Fixed position of Toggle Stove button in loot window titlebar with larger fonts. Fixed the new GameSounds UI not working with the controller. Fixed the lack of SFX when attempting to push a stationary vehicle out of the way. Fixed getting out of the van ejecting you a tile or two away Fixed admin commands not working with ' " '. - Romain  H. Fixed setaccesslevel not working anymore. - Romain  H. Fixed not being able to modify steamid column in whitelist viewer. - Romain  H. Fixed not being able to see some columns (including steamid) in the admin's whitelist viewer. Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist. Fixed it not being possible to enter vans through rear doors. Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first. Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning. Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible. Fixed farming tooltip rendering with different font sizes. Fixed ac/heater draining the battery when the engine isn't running. Fixed LayoutManager making a window visible without adding it to the list of windows. Fixed host losing admin accessLevel in splitscreen. Fixed swinging a weapon at a broken window granting the player XP. Fixed ac/heater draining the battery when the engine isn't running. Fixed Stick Trap using the wrong "closed" sprite. Fixed bad things happening when using the "Level Up" button in the player-stats admin panel. Fixed player not facing campfires when performing various actions on them. Fixed player animation not playing when opening a barricaded window from the non-barricaded side. Fixed missing context-menu option to remove metal-bar barricades. Fixed second farm-plant sprites not being used. Fixed not being able to place medicine cabinets over low objects like toilets. Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero. Fixed many duplicate invisible sprites being created for unspawned erosion objects. Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message. Fixed not being able to set access level on yourself Fixed the Admin cannot not being able to edit item and containers on players in admin inventory view screen. Fixed game crashing in FMOD_Studio_EventDescription_GetPath function with exception: getPath() != FMOD_OK Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character. Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen Fixed the character's appearance not updating when the admin removes clothing from the inventory. Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square. Fixed calculation of food age/freezing/thawing when the player turns a generator on/off. Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded. Fixed Survival sandbox presets having car locked & car alarm to "Never". Fixed "Base" module not being selected by default when using the items list UI. Fixed wrong calculation of unlimited capacity. Fixed BodyDamage.RestoreToFullHealth() not setting temperature to 37.0 degrees. - Fixed old lighting bug that caused flickering in some situations. Fixed evolved recipes using WaterPot as base item - they now require the WaterPot to be at least 3/4 full Fixed not being able to place or build things through an open doorway. Fixed creating ".project_zomboid_2.9.9.17" hidden folder on Linux Fixed target-picking cursors (such as the moveable-tools cursor) getting in the way when the player attacks. … Fixed SGlobalObjectSystem error when a thumpable is destroyed. Fixed name of sound that plays when a carpentry objects break. Fixed barricaded doors being disassembled and leaving the barricade behind. … Fixed Multiplayer Players UI and invite-friends UI being too transparent Fixed lighting not updating after teleporting in multiplayer. Fixed vehicles texture names in scripts being lowercase and uppercase in file system Fixed LoadGameScreen exception with the demo. Fixed bug with lightR/lightG/lightB sprite property value "0". Fixed update() getting called for MainScreen (and all its descendant UIElements) while in-game. Fixed FMOD Occlusion parameter not being set to zero when starting sounds. Fixed engine speed not setting to the engineIdleSpeed value when player press the brake button. Fixed teleport command only accepting the first argument Fixed Admin tab can leaking messages if a different stream is supplied. Separate history also introduced. Fixed vehicle turning radius when accelerating is very large Fixed not being able to add players to Factions when they were connected before you on the server. Fixed the /createhorde function crashing servers by limiting zed spawn to 500 Fixed AddItem command needing username to generate an item. Username and count no longer required. It's optional now. Fixed small car idling at 2000 RPM Fixed profession change by Admin transmitting to all players in MP. Fixed addvehicle "Base.SportsCar" "EnigmaGrey" command not working without quotes Fixed player not needing an account password when connecting to a server. Fixed not having the "edit admin power" button in the admin panel. Fixed some spawned tiles by Erosion not being able to be removed. Fixed commands that have no parameters send 'wrong arguments' message
  7. Like
    Elorh reacted to EnigmaGrey in Display resolution   
    https://steamcommunity.com/app/108600/discussions/0/1696049513774306284/
     
    Now that the game is capable of being played at 3840 x 1600, it's my default res.
  8. Like
    Elorh reacted to Burger_Time in Display resolution   
    There's an option to change text to the bigger one, so you won't need to break your eyes.
  9. Spiffo
    Elorh reacted to Batsphinx in WEATHER TEST BUILD - New thread and full changelist for 40.6   
    Hey all, we've just updated the Weather beta and collated a full changelist which can be found below. Due to the size of the changelist I thought it best to start off a new thread. For details of the handy weather debug tools present in this build please check out the old thread.
     
    How do I join?
     
    Steam beta password: weathertestbranch
    Steam beta name: weather
     
    What still needs to be done before this goes into the wider IWBUMS test?
     
    There are still a few issues we'd like fixed up - some of which have already been committed backstage, but haven't been tested. There's an annoying shadow flicker lighting bug and some chatbox issues that we've put in, but aren't in this build yet. Likewise we need to fix some unfair deaths from exposure/temperature, and while we're at it stop indoor players getting wet when it rains.
     
    What's the current changelist for the weather beta / Build 40.6?
     
    Here you go:
     
    ---------------------------------------------------------
     
    NEW
     
    Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year New shaders for times of day and seasonal effects Storms that move over the map Fog and mist New isoRegions system to detect an enclosed area (player-made or dev-created) to keep weather effects on the outside New player character temperature system New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now. New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Added BloodSplatLifespanDays server option to remove old blood-splats. Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. Car-battery charger is now placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item nos requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.  Repair Engine and Take Engine Parts now show progress bars and flash Success/Failure. Drunk moodle now has an impact on driver steering input Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel. Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart. Updated community translations. Also updated translations with the display names to aid the process. Many UI changes to handle different font sizes. Added context-menu font-size option. Moved the vehicle zone definition over lua for modding purpose + refractoring it a bit to be more user friendly. Warnings now displayed on button tooltips in the Mods screen. Added UIFont.DebugConsole for the lua console which doesn't handle larger fonts. Added a setColor function to BaseVehicle.java. Added DebugOptions.WorldStreamerSlowLoad to simulate slow map loading. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added a way to dismantle car wreck (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Metal currently appears in your inventory, but in future will appear on the ground. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added separate Shadow extents from vehicle extents to allow for better shadows You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Updated fonts to bold to aid readability. Re-exported the map for to improve zombie density in some farmland and rural areas.  Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride. Added a way to edit Admin powers (invisible, godmod, no clip, unlimited carry etc) in the in-game admin panel Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a second pass of floor shading, so it is a help to low-spec users.] Added Display option to disable the new roof-hiding feature for low-spec users. Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP Added an eight-second timeout while waiting for the checksum response from the server.  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Tweaked News_EN.txt Increased the height of tooltip progressbars by 1 pixel. Added being able to rest/sleep on picnic table (considered as a bad bed.) Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane" items to the loot table. Added missing nutrition values to medicinal herbs and condiments. Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers) Lowered the alarm clocks & digital watch wake up distance. Added "Very Low" choice to CarSpawnRate Sandbox option. Increased VOIP range  (fade and falloff) Bowls of soup now affect thirst. Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used.  
    FIXES
     
    Fixed character info UI exception when admin assigns a profession to a formerly profession-less player. Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor. Fixed ancient font kerning bug. Fixed "Loading..." message appearing briefly when continuing an existing save. Fixed resize bug with the server browser that made the tabs unclickable. Fixed missing scrollbar in the New Game screen. Fixed duplicate scrollbars in some server-settings editor lists. Fixed "Lage Metal Shelves" typo. Fixed house with missing walls near 14070,5200. Fixed rendering hidden moodles every frame. Fixed unused duplicate ISInventoryPage.refreshBackpacks() Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT. Fixed bug that could result in invisible 3D corpses. Fixed invalid RGB values used in TextManager.DrawString(x,y,str) Fixed GC created while loading files and some related to textures loading. Fixed unoptimized TextManager.getFontFromEnum() Fixed splitscreen players not being able to wake themselves up with less than two controllers active. Fixed exception playing zombie sounds when a zombie's current square is null. Fixed server sending smash-window packets to distant clients. Fixed outright carmageddon when vehicle ids become negative after a long time running. Fixed "Drop" option appearing for non-droppable moveable objects in inventory. Fixed not being able to pick up corpses behind tall windows. Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed. Fixed "Peanut Butter and  Sandwich". Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab. Fixed calculation of the amount of condition restored when fixing things. Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes. Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes. Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1). Fixed being able to equip weapon while running. Fixed lack of ability to plaster and paint a wooden pillar. Fixed campfire spawning items. Fixed painting a wall not removing a blood splat on it. Fixed progress bar not showing when adding an ingredient in an evolved recipe. Fixed not being to craft battery connector for some movable items. Fixed GameClient.receiveItemListNet() using short instead of int ids. Fixed "Level Up" button in Player Stats admin UI not updating target player. Fixed IsoObject.save() handling of Attached sprites. Fixed exception reading a map chunk when an object without a sprite was saved. Fixed client exception taking a bag off the ground shortly after transferring items to/from it. Fixed being able to dig graves from a vehicle. Fixed wrong nutrition value for PanFish. Fixed various wrong container items spawning. Fixed not being allowed to take more dirt from the same spot. Fixed appropriate tiles not being seen as "Gravel". Fixed carpentry/metalwork/walkto context option being available while inside a vehicle. Fixed being able to dig with hands and shovel from a car. Fixed a bug when trying to eat an item that was no longer there. Fixed carpentry door option not being disabled if nothing could be built. Fixed typo "You killed 0 zombie" into "You killed 0 zombies". Fixed server sending (most but not all) vehicle packets to distant clients. Fixed server sending multiple packets when brake lights turn on/off. Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player. Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while. Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs. Fixed being able to move the health body status everywhere. Fixed some wrong/missing parking lot zones. Fixed campfire container icon not being displayed. Fixed speed controls clock button being too fast. Fixed client sending 20KB checksum string to the server. Fixed error loading zomboidSmall font on Mac/Linux. Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods. Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options. Fixed SystemDisabler.doAllowDebugConnections being set to true Fixed headlights on Sportscar being incorrectly positioned Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical. Fixed physicsDelay and physicsDelayServer transmitting incorrectly Fixed Function UpdateLimit.Check incorrectly calculating delay time. Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch. Fixed Van sliding around map even without brakes and tires Fixed debug log message "VID=__ force=__" on server Fixed vehicles that can be rammed to turn over and float above zombies Fixed shell texture being set to null for special vehicles Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired Fixed 'Cone of light' from vehicle headlights being too narrow Fixed not being able to get into cars that are tightly packed in parking lots Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side Fixed Van/VanSeats missing textures for uninstalled rear doors Fixed Van/VanSeats missing textures for uninstalled middle doors Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network. Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152) Fixed plants clipping through the car Fixed trash sprite being rendered above the car Fixed visual anomaly after re-loading a Host server and driving Fixed passengers sometimes not being able to exit from vehicle after travel. Fixed the wrong render of "Random" - Button In "Customise Character" menu Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely Fixed zombies hit by a turning car snapping to a different position Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement Fixed issues with how Zombies walk between several sources of sounds. Fixed incorrectly displayed position of vehicle after collision with another car. Fixed cars floating to the ground when spawned Fixed some car texture issues Fixed the game sometimes not reacting to some keys (V and Esc) Fixed horn (Q or V menu) causing popping sound, as if several were being played at once Fixed clicking repeatedly while the game is saving can causing it to lock up Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle. Fixed cars showing damage texture on parts but not in Mechanics menu Fixed some standing zombies not reacting to collisions with vehicle in MP. Fixed the 'Hours until death from zombie infection' not starting at the exact mome infection occurs. Fixed ambient sound emitters being played every frame and clogging the FMOD command queue. Fixed sound file name instead of GameSound name in AttackVehicleState. Fixed UIElements not getting onMouseMoveOutside callbacks sometimes. Fixed selecting text in UITextBox2 with the mouse. Fixed BaseVehicle.emitter not being removed from SoundManager.emitters. Fixed "0-12 hours" Sandbox setting killing instantly. Fixed server database editor not handling special characters in strings. Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait. Fixed vehicle exit positions not being blocked by obstacles properly. Fixed various door and window sounds not playing for remote clients. Fixed metalwork crafting sounds not using GameSound name. Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE. Fixed mechanics UI delay in showing textures when opened for the first time. Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file. Fixed multithreading bug with animation loading. Fixed missing RotateObject GameSound. Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen. Fixed street signs not showing the collided-with sprites Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb() Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database Fixed game characters with names in different registers being loaded as one and the same character Fixed position of Toggle Stove button in loot window titlebar with larger fonts. Fixed the new GameSounds UI not working with the controller. Fixed the lack of SFX when attempting to push a stationary vehicle out of the way. Fixed getting out of the van ejecting you a tile or two away Fixed admin commands not working with ' " '. - Romain  H. Fixed setaccesslevel not working anymore. - Romain  H. Fixed not being able to modify steamid column in whitelist viewer. - Romain  H. Fixed not being able to see some columns (including steamid) in the admin's whitelist viewer. Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist. Fixed it not being possible to enter vans through rear doors. Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first. Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning. Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible. Fixed farming tooltip rendering with different font sizes. Fixed ac/heater draining the battery when the engine isn't running. Fixed LayoutManager making a window visible without adding it to the list of windows. Fixed host losing admin accessLevel in splitscreen. Fixed swinging a weapon at a broken window granting the player XP. Fixed ac/heater draining the battery when the engine isn't running. Fixed Stick Trap using the wrong "closed" sprite. Fixed bad things happening when using the "Level Up" button in the player-stats admin panel. Fixed player not facing campfires when performing various actions on them. Fixed player animation not playing when opening a barricaded window from the non-barricaded side. Fixed missing context-menu option to remove metal-bar barricades. Fixed second farm-plant sprites not being used. Fixed not being able to place medicine cabinets over low objects like toilets. Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero. Fixed many duplicate invisible sprites being created for unspawned erosion objects. Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message.  
  10. Pie
    Elorh got a reaction from grammarsalad in Small but Important Suggestions Thread   
    Electricity (I think we should have more options for this skill)
    //===============================//
    738. Let players make electrical installations in buildings, inside or outside them.
    739.Possibility to plug outside lights with an electrical installation with electric cables.
    740.Energy machinery like small wind turbines. I'm not going to suggest solar pannels because in the story line the year is 1990 I think, but I would love to have them maybe in the future.
    741.Clean clothes using washing machines and dryers. Possibility to use them in the future with generators and your electric skill.
    742. Use of batteries, for example to turn on lights, use microwaves, etc. Players could charge batteries with generators. 

     
  11. Like
    Elorh reacted to Ornament in Small but Important Suggestions Thread   
    755
    Throwing stones to distract zombies.
    756
    Make a slingshot out of sticks, glue/tape and rubberband.
    757
    Some possibility to charge a car battery. (With right tools and a generator or when there is still power.)
  12. Like
    Elorh reacted to ditoseadio in Small but Important Suggestions Thread   
    752
     
    Random keys in zombies
    Zombies only drop keys if we kill them inside a house, and the key is from that house always.
    It'd be great if it was more random.
     
    753
     
    Less obvious zombification
    When we have a scratch, if we heal up and wait a few hours, we can know if we are infected or not, simply by checking if we get the "OK" message on the health panel.
    This should be like with hypochondriac trait, getting sick randomly and not receiving the "OK" message until the wound heals completely.
     
    754
     
    Ability to repair walls
    I guess a highly requested suggestion...
  13. Like
    Elorh reacted to EUDOXIO in Small but Important Suggestions Thread   
    749
    The ability to build wooden fence doors for carpentry and double doors on both building professions
     

  14. Like
    Elorh reacted to Geras in Small but Important Suggestions Thread   
    Wind turbines would go great with the upcoming weather overhaul (wind variable).
     
     
    743
     
    Small art/item request.
     
    a) Separate art/item for car radios (also they don't have batteries in them):
     
    Nope

     
    Yup

     
     
    b) Separate art/item for car light bulbs so they are not interchangeable with a bedside table lamps and others  
     
     
    Nope

     
    Yup

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

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

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

     
  18. Like
    Elorh got a reaction from Tails in Dying for a scratch & Health system suggestions   
    Well, this is sad, I lost my game just for a stupid scratch. I would like to share my story because it's not so reallistic and I think this kind of events should be changed. I don't understand why a character could die in a few hours for a scratch, bandaged and disinfected.
     
    The story:
    My character has been surviving during 3 months in a long-term game, and I was so proud about it. Surprisingly, a zombi made me a scratch. I didn't have a bandage at that moment, but I taked my car and drove home to heal my wound. When I was there I had "severe damage". Well, I don't undestand how a simple scratch can threat a person's life that way unless the zombie has the wolverine's claws. So, I disinfected my wound, I use a bandage and I started to eat until I reached the best boost for healing. Suddenly, I was in "Terminal damage",  and I don't understand why!
    I ate everything I could during several hours, but my character was just stable in this "terminal state" meanwhile I ketp eating without control... (this is not reallistic, really).  That wound was completely impossible to heal, and later he died... yes, he died for a scratch, after having eaten half the food in my fridge. ..... How is that possible?
     
    Developers, I love this game, you're doing an amazing work, but I have to ask you to check the health system again, because if you reach that state it's impossible to keep playing.  A scratch from a zombie should not kill you anyway. What kind of nails do they have? @_@ 
     
    I suggest some kind of changes about the health system. Minor injuries should annoy and prevent you to run, take objects, etc, like when you have a wound in your hands. I think thats great. But defenitely, not to kill you. It's nonsense! Even if you have a terrible scratch, bleeding during a while, it shouldn't kill you at all!. It could make you feel so weak, in pain, etc, but please guys, if human beings could die for a scratch in the reality, we shouldn't be here since several million of years.
     
    Unless you have a penetrating wound due some kind of accident or strong bite, any minor wound shoudn't threat your life!
    I propose to implement different types of wounds:

    A) Non-penetrating wounds: The result of blunt trauma or friction, scraping of the outer skin layer, like:
    Abrasions Scratches or lacerations from zombies, remember, their nails are not swords. Contusions (swollen bruises due to accumulation of blood and dead cells under skin) Concussions (damage to the underlying organs and tissue on head with no significant external wound)
    B) Penetrating wounds: The result from trauma that breaks through the full thickness of skin; reaching down to the underlying tissue and organs. (That kind of wounds could kill you)
    Stab wounds (trauma from really sharp objects, fall over an iron bar, etc). Severe and deep skin cuts (maybe a bite from a zombie) -> If you have many of them, you could die. Surgical wounds (intentional from other players or for a bad perform surgical procedures) Gunshot wounds on limbs.  
    C) Deadly injuries:
    Several contusions from a zombie horde (Could break your limbs) Falling deaths (more than 1 floor). Serious infections (Caused by not treating a wound for several days) Food poisoning. Many open wounds (due the loss of blood). Gunshot wounds in important organs or head.
      D) Other kind of injuries:
    Thermal wounds: Extreme temperatures, taking hot objects from a cooker or a fire, operating generators etc. Chemical wounds: These result from contact with or inhalation of chemical materials from cars or industrial buildings. Bites from animals: Should cause infections. Electrical wounds: Maybe for manipulating electronic devices.
    That's all. I hope it could help to improve the game, or at leats give you new ideas.

    @Connall I summon you!
    I posted part of this post as a suggestion in the suggestions thread.  Is it right? I'm not always sure where I should write a post hehe. 
  19. Like
    Elorh got a reaction from Geras in how bout a more severe consequence For temperature   
    Totally agree. But I think temperature system is going to gain more importancy when they release the weather system
  20. Like
    Elorh got a reaction from DramaSetter in Small but Important Suggestions Thread   
    //Health System 
    //===================

    734. I wrote a post about to do some changes in the health system, because at least for me it's totally ridiculous the possibility of dying for a scratch, as it happened to me in my last game (even healing the ******* scratch). 

    Minor injuries should annoy and prevent you to run, take objects, etc, like when you have a wound in your hands. I think thats great. But defenitely, not to kill you. It's nonsense! Even if you have a terrible scratch, bleeding during a while, it shouldn't kill you at all!. It could make you feel so weak, in pain, etc.  if human beings could die for a minor scratch in the reality, we shouldn't be here since several million of years.
    Unless you have a penetrating wound due some kind of accident or strong bite, any minor wound shoudn't threat your life!
    I propose to implement different types of wounds and reduce the damage from the minor ones.

    A) Non-penetrating wounds: The result of blunt trauma or friction, scraping of the outer skin layer, like:
    Abrasions Scratches or lacerations from zombies, remember, their nails are not swords. Contusions (swollen bruises due to accumulation of blood and dead cells under skin) Concussions (damage to the underlying organs and tissue on head with no significant external wound)
    B) Penetrating wounds: The result from trauma that breaks through the full thickness of skin; reaching down to the underlying tissue and organs. (That kind of wounds could kill you)
    Stab wounds (trauma from really sharp objects, fall over an iron bar, etc). Severe and deep skin cuts (maybe a bite from a zombie) -> If you have many of them, you could die. Surgical wounds (intentional from other players or for a bad perform surgical procedures) Gunshot wounds on limbs.  
    C) Deadly injuries:
    Several contusions from a zombie horde (Could break your limbs) Falling deaths (more than 1 floor). Serious infections (Caused by not treating a wound for several days) Food poisoning. Many open wounds (due the loss of blood). Gunshot wounds in important organs or head.
      D) Other kind of injuries:
    Thermal wounds: Extreme temperatures, taking hot objects from a cooker or a fire, operating generators etc. Chemical wounds: These result from contact with or inhalation of chemical materials from cars or industrial buildings. Bites from animals: Should cause infections. Electrical wounds: Maybe for manipulating electronic devices.
    That's all. I hope it could help to improve the game, or at leats give you new ideas.
  21. Like
    Elorh reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.56
     
    [New]
    Added option to control whether vehicle radial menu is toggle or a 'hold' - let us know which you'd prefer as default Added numerical keyboard shortcuts to the switch-seat UI. Server now loads ServerCells nearest to clients before more distant ones. Server can cancel loading parts of the map that are no longer near clients. Clients are now prevented from driving into parts of the map that aren't loaded on the server. Traffic cones are drawn in front of the "grey zone" that indicates what's currently unloaded. Player must face doors when locking/opening/unlocking. Increased max java heap size to 2GB on 64-bit clients. Added car seats as loot table. Host screen now displays an error and prevents launching servers with unsupported WorldVersion. Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse. Updated server tool box invite player message. Added ability to place one oversized item (item bigger than floor capacity) on the floor. Added get/setter methods for ClientControls in CarController.  
    [Balance]
    Optimized map loading a little. Increased map-download timeout from 30 to 60 seconds while connecting. Client now downloads 20 chunks at a time while connecting to avoid timeouts. Significantly increased vehicle loot spawn. Decreased item spawning bonus via loot modifier on easier difficulties. Increased pain gained from using hand to remove a glass shard.  
    [Bug Fix]
    Server GUI fixes. Fixed keyboard shortcuts in the switch-seat UI being visible when using a controller. Fixed unnecessary call to glClear(). Fixed -Ddebug not being passed to coop server if host is in debug mode. Fixed TriggerHook("HookWeaponHitCharacter") -> TriggerHook("WeaponHitCharacter"). Fixed new MP players spawning with extra loot from lower difficulty levels. Fixed new Sandbox games using whatever difficulty was last selected. Fixed graphical glitches when player enters/exits a vehicle. Fixed one-time delay preventing clicking buttons in the MainScreen while in-game. Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk. Fixed being able to lock/unlock doors that require a key by right-click while under a roof. Fixed vehicle door sounds not being 3D. Fixed players with Deaf trait hearing vehicle sounds. Fixed sound not working in split-screen when player 1 has the Deaf trait. Fixed sounds of some actions not attracting zombies. Fixed Server not terminating early if WorldVersion is unsupported. Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made. Fixed right-clicking on things being glitchy in split-screen. Fixed server not preloading areas of the map while clients are connecting. Fixed thread glitches with the new MP map-streaming system. Fixed switch-seat UI being available for burned vehicles. Fixed driving slowly on corpses can making your car fly. Fixed items spawning on front left seat. Fixed zombies attacking invisible players. Fixed world not redrawing when the window is resized. Fixed wheels on prone zombies not raising up as they do for corpses. Fixed erosion spawning plants on water. Fixed WorldStreamer requesting only a few chunks at a time sometimes. Fixed fake-dead zombies flickering when under vehicles in multiplayer. Fixed / tweaked a couple of things in WorldStreamer. Fixed BaseVehicle using obsolete playSoundImpl methods. Fixed hitting zombies not slowing vehicles. Fixed null pointer with Stove. Fixed Deaf people hearing radio or TV. Fixed visual weirdness of progress bar over player head during inventroy transfer. Fixed read option being available while sleeping. Fixed frozen food being usable in recipes from crafting menu. Fixed layout of the Reloading options Fixed confirm-sleep dialog (when in a vehicle) not working with a controller. Fixed NumChasingZombies being incremented for the wrong player in splitscreen. Fixed sleeping players panicking from seeing zombies. Fixed players appearing outside a vehicle when they're inside on the server. Fixed server -gui flickering when multiple players are connected. Fixed zombies not attacking players sleeping in vehicles.
  22. Like
    Elorh reacted to Blasted_Taco in Dying for a scratch & Health system suggestions   
    All of this occurred on the same day? Because if so, that is really fucked i think, since scratches does like minor damage after you bandage it, if it was in the course of 2 days i would say zombie infection.
    But i do agree, the medical system is kinda flawed, it feels weird that i survived a shotgun blast to the torso by mere luck of bandaging myself on time and eating ice cream and soup for some days. Also if i recall correctly, didnt the pain moddle made you lose health faster?
  23. Pie
    Elorh reacted to bearmasksenpai in Dying for a scratch & Health system suggestions   
    cutting off limbs are gonna be a thing so Yeah you will be able  to cut off a arm and make it stop
     
    all zombies have these sorry to say
     

  24. Like
    Elorh got a reaction from trombonaught in Small but Important Suggestions Thread   
    //Health System 
    //===================

    734. I wrote a post about to do some changes in the health system, because at least for me it's totally ridiculous the possibility of dying for a scratch, as it happened to me in my last game (even healing the ******* scratch). 

    Minor injuries should annoy and prevent you to run, take objects, etc, like when you have a wound in your hands. I think thats great. But defenitely, not to kill you. It's nonsense! Even if you have a terrible scratch, bleeding during a while, it shouldn't kill you at all!. It could make you feel so weak, in pain, etc.  if human beings could die for a minor scratch in the reality, we shouldn't be here since several million of years.
    Unless you have a penetrating wound due some kind of accident or strong bite, any minor wound shoudn't threat your life!
    I propose to implement different types of wounds and reduce the damage from the minor ones.

    A) Non-penetrating wounds: The result of blunt trauma or friction, scraping of the outer skin layer, like:
    Abrasions Scratches or lacerations from zombies, remember, their nails are not swords. Contusions (swollen bruises due to accumulation of blood and dead cells under skin) Concussions (damage to the underlying organs and tissue on head with no significant external wound)
    B) Penetrating wounds: The result from trauma that breaks through the full thickness of skin; reaching down to the underlying tissue and organs. (That kind of wounds could kill you)
    Stab wounds (trauma from really sharp objects, fall over an iron bar, etc). Severe and deep skin cuts (maybe a bite from a zombie) -> If you have many of them, you could die. Surgical wounds (intentional from other players or for a bad perform surgical procedures) Gunshot wounds on limbs.  
    C) Deadly injuries:
    Several contusions from a zombie horde (Could break your limbs) Falling deaths (more than 1 floor). Serious infections (Caused by not treating a wound for several days) Food poisoning. Many open wounds (due the loss of blood). Gunshot wounds in important organs or head.
      D) Other kind of injuries:
    Thermal wounds: Extreme temperatures, taking hot objects from a cooker or a fire, operating generators etc. Chemical wounds: These result from contact with or inhalation of chemical materials from cars or industrial buildings. Bites from animals: Should cause infections. Electrical wounds: Maybe for manipulating electronic devices.
    That's all. I hope it could help to improve the game, or at leats give you new ideas.
  25. Pie
    Elorh got a reaction from Icy Motto in Dying for a scratch & Health system suggestions   
    Well, this is sad, I lost my game just for a stupid scratch. I would like to share my story because it's not so reallistic and I think this kind of events should be changed. I don't understand why a character could die in a few hours for a scratch, bandaged and disinfected.
     
    The story:
    My character has been surviving during 3 months in a long-term game, and I was so proud about it. Surprisingly, a zombi made me a scratch. I didn't have a bandage at that moment, but I taked my car and drove home to heal my wound. When I was there I had "severe damage". Well, I don't undestand how a simple scratch can threat a person's life that way unless the zombie has the wolverine's claws. So, I disinfected my wound, I use a bandage and I started to eat until I reached the best boost for healing. Suddenly, I was in "Terminal damage",  and I don't understand why!
    I ate everything I could during several hours, but my character was just stable in this "terminal state" meanwhile I ketp eating without control... (this is not reallistic, really).  That wound was completely impossible to heal, and later he died... yes, he died for a scratch, after having eaten half the food in my fridge. ..... How is that possible?
     
    Developers, I love this game, you're doing an amazing work, but I have to ask you to check the health system again, because if you reach that state it's impossible to keep playing.  A scratch from a zombie should not kill you anyway. What kind of nails do they have? @_@ 
     
    I suggest some kind of changes about the health system. Minor injuries should annoy and prevent you to run, take objects, etc, like when you have a wound in your hands. I think thats great. But defenitely, not to kill you. It's nonsense! Even if you have a terrible scratch, bleeding during a while, it shouldn't kill you at all!. It could make you feel so weak, in pain, etc, but please guys, if human beings could die for a scratch in the reality, we shouldn't be here since several million of years.
     
    Unless you have a penetrating wound due some kind of accident or strong bite, any minor wound shoudn't threat your life!
    I propose to implement different types of wounds:

    A) Non-penetrating wounds: The result of blunt trauma or friction, scraping of the outer skin layer, like:
    Abrasions Scratches or lacerations from zombies, remember, their nails are not swords. Contusions (swollen bruises due to accumulation of blood and dead cells under skin) Concussions (damage to the underlying organs and tissue on head with no significant external wound)
    B) Penetrating wounds: The result from trauma that breaks through the full thickness of skin; reaching down to the underlying tissue and organs. (That kind of wounds could kill you)
    Stab wounds (trauma from really sharp objects, fall over an iron bar, etc). Severe and deep skin cuts (maybe a bite from a zombie) -> If you have many of them, you could die. Surgical wounds (intentional from other players or for a bad perform surgical procedures) Gunshot wounds on limbs.  
    C) Deadly injuries:
    Several contusions from a zombie horde (Could break your limbs) Falling deaths (more than 1 floor). Serious infections (Caused by not treating a wound for several days) Food poisoning. Many open wounds (due the loss of blood). Gunshot wounds in important organs or head.
      D) Other kind of injuries:
    Thermal wounds: Extreme temperatures, taking hot objects from a cooker or a fire, operating generators etc. Chemical wounds: These result from contact with or inhalation of chemical materials from cars or industrial buildings. Bites from animals: Should cause infections. Electrical wounds: Maybe for manipulating electronic devices.
    That's all. I hope it could help to improve the game, or at leats give you new ideas.

    @Connall I summon you!
    I posted part of this post as a suggestion in the suggestions thread.  Is it right? I'm not always sure where I should write a post hehe. 
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