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NagashUD

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  1. Like
    NagashUD reacted to ProudNoob in IWBUMS 41.54 RELEASED   
    To not waste ur save, u can temporarily increase the vehicles power to solve this problem (thts what i did for my save). To do this, just go to game folder and change vehicle scripts:
     
    e.g. C:\Steam\steamapps\common\ProjectZomboid\media\scripts\vehicles
     
    Every vehicle has a separate script and u can change horsepower of any:
     
    e.g https://imgur.com/a/SCO51vE
     
    I personally suggest to increase +550hp for heavies +450hp for cars
  2. Like
    NagashUD reacted to Majorjim in IWBUMS 41.54 RELEASED   
    It’s not just you mate.. there’s a crappy sounding reverb on all outdoor sounds…
  3. Like
    NagashUD got a reaction from Majorjim in IWBUMS 41.54 RELEASED   
    Why the cars became so weak ? (playing 6 month after apocalypse and on 41.54 i need to change the car almost everyday now , and i drive carefuly !)
  4. Like
    NagashUD got a reaction from axeladalidez78 in IWBUMS 41.54 Hoe stuck in inventory   
    ok ok, well for now it just happened with the hoe on my side, hope the devs will fix it quickly
  5. Like
    NagashUD reacted to axeladalidez78 in IWBUMS 41.54 Hoe stuck in inventory   
    Restarting the save, instead of the whole game. But yeah, it does fix it, although I'm not sure what may cause the issue.
  6. Like
    NagashUD got a reaction from axeladalidez78 in IWBUMS 41.54 Hoe stuck in inventory   
    Does restarting the  game also fix the issue for you too ?
  7. Like
    NagashUD reacted to axeladalidez78 in IWBUMS 41.54 Hoe stuck in inventory   
    I can confirm it also happens with other weapons, like hunting knives or pipe wrenches.
  8. Like
    NagashUD got a reaction from axeladalidez78 in IWBUMS 41.54 Hoe stuck in inventory   
    The new hoe gardening weapon get stuck in inventory (i attached it to the back of the character first), impossible to remove, place or equip
  9. Like
    NagashUD reacted to nasKo in IWBUMS 41.54 RELEASED   
    Added Noiseworks Sound Revamp - Stage #1
    Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. 
     
    Added VHS, CDs etc.
    - Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'.
    - Media line effects will apply only once per player upon first time listening.
    - Home VHS's spawn uniquely.
    - Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance.
    - Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes.
    - Added new translation file 'recorded_media_EN.txt'
        - This translation set keeps a translation of the english versions which can be retrieved seperatly.
        (needed for LCD which only supports basic ASCII chars)
    - Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding.
    - Added new Media UI section to device control panel.
    - Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu.
    - Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's.
    - Added ability to play media, RadioRed = CD, Black/Wide television = Tapes
    - Changed display of overhead notifications for skills etc
        - Softer pastel colors and outlining, red for negative green for positive effect
        - Replaced skill/stat effect numbers by arrow up or down
    - Small overhead text for skills and stats are no longer being displayed if there is no effect on their value.
    - Removed overhead text code from ISRadioInteractions
    - Added static class HaloTextHelper.java for more universal use of the overhead text.
    - Added a few functions to add text, options for color and usage of the indicator arrows.
    - If a text is already being displayed the next text is briefly queued.
    - If multiple text are being added on same tick or while queueing they are combined and seperated with a grey ','.
    - If a text is added which is already being displayed, it's discarded.
     
    - Added world lights for flashing vehicle lights.
    - Added animated flies texture displayed where corpse-flies are buzzing.
    - Added new mugs
    - Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on.
    - Added highlighting to dragged items that can't be moved to the destination container.
    - Added a loot-window container icon for mannequins as well as the container title "Mannequin".
    - Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved.
    - Added a history of the last three catches to the Fishing menu. They will not fade out anymore. 
    - Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full.
    - Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. 
    - Draw a faint border around the player's health bar so the amount of lost health is easier to see.
    - When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back.
      
    - Upgrading walls (multi-stage building) takes items from the ground similar to carpentry.
        This includes opening boxes of nails automatically.
        For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground.
      
    - Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars.
        The properties were only on one of the several south-east wall pillars.
        This put "tree" physics on the center of the square.
        These pillars should be removed when one of the two adjacent walls is removed.
     
      
    - Added 3D models for items placed in the world. 
        Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square.
    - Items automatically go on a table/counter if the mouse is over one of them.
    - Press R to rotate clockwise, shift+R to rotate anti-clockwise.
    - If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet.
    - Fixed rotation speed at different framerates.
    - Added snapping to the nearest 5 degrees.
    - Place items one at a time at the current rotation. 
    - Shift-click to place all items. With a controller, the X button toggles between placing one or placing all.
    - Improved lighting of 3d items in-world, to closer match the tiles lighting.
    - Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated.
    - Improved lighting on all 3d objects, characters, vehicles, items etc.
    - Added "itemHeight" so players can place things on a microwave that is on a table for example.
    - If you have a counter with a shelve on top of it, you can press tab to change the height of the item.
    - Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default.
    - 3D items can be disabled in the options.
     
    - Table stories. Random chance to have some stuff on a basic home's table to tell a story.
    - Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time.
    - Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to.
     
    Last Stand Compatibility changes:
    - Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40.
    - Player files have VERSION=1 at the top for compatibility with future versions of the game.
    - Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work.
     
    - The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected.
    - Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P.
    - Changed the vehicle radial-menu icons for adding and removing gas (they were the same before).
    - Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read.
    - Added blood and dirt stats to the Wash context-menu item tooltips.
    - Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack.
    - Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes.
        For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means.
        For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine.
    - Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese
     
     
    BALANCE
     
    - Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off.
    - Allow plumbing a sink to an empty rain barrel.
    - Allow metal drums to be picked up with the furniture-moving tool.
    - Allow pouring water into metal drums.
    - Boosted loot spawns in stash.
    - Display what perk just levelup up on top of the char (like exp gain from TV).
    - Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor)
    - Car wrecks appear less often, but can now be dismantled.
    - Increased odds of curtains being already closed in houses.
    - Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. Thanks to PseudonymousEd for pointing this out. 
    - Shooting out of cars now has a more limited angle than the former 360°.
    - Player will now be unable to control the car while reloading. 
    - Reload time increased while driving.
    - Control of the car is also lost when shooting rifles, but not with pistols.
     
    Distribution changes:
    - Updated distributions.
    - Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter).
    - Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink).
    - Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container.
        Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. 
        Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk)
     
    Changes to knives:
    - If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally.
    - Slightly reduced movement speed while attacking with knives, similar to other weapons.
    - Reduced Hunting knife damage a tad.
     
    - Balanced some clothings Speed Reduction and Protection to be more consistent.
    - Small chance of having some house windows being left open.
    - Curtains can now spawn closed.
     
     
    MOD SUPPORT
     
    - Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc)
        Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table.
    - Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods.
    - Added a system for respawning zombies on island maps (e.g., Kingsmouth).
        Normally when respawning zombies, a random location on the edge of the map is chosen as a start location.
        The game then attempts to find a path from that start location to the chunk that zombies are respawning in.
        This doesn't work for maps that have water on all edges, since paths cannot be found through water.
        Map creators may now specify valid start locations by adding objects to the map's objects.lua file.
        The objects.lua file is normally created by WorldEd.
        These objects are rectangular areas along edges of the island indicating respawn start locations.
        These objects should be right on the edge of the land next to the water (but not in the water).
        Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory.
        This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example.
    - Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui.
     
     
    FIXES
     
    - Fixed being able to fish from swimming pools.
    - Fixed the "randomAngle" field of a VehicleZoneDistribution always being false.
    - Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world.
    - Fixed long braided hairstyles not pointing to correct hairstyle.
    - Fixed belt not working as 3D item.
    - Fixed buildings having more than one table story.
    - Fixed issues adding water to and taking water from rain-collecting items on the ground.
    - Fixed aiming cursor being less visible on light backgrounds.
    - Fixed changed shader files not automatically being reloaded.
    - Fixed an infinite loop occurring when require()'ing a Lua file recursively.
    - Fixed "invalid direction" exception when a fence is broken by zombies.
    - Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash.
    - Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up.
    - Tutorial: Fixed the player getting stuck using the Open Curtain context menu option.
    - Fixed RVSCarCrash.
    - Fixed some container types.
    - Fixed issues with automatically opening boxes of nails when doing carpentry.
    - Fixed tainted-water status of metal drums with water in them.
    - Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks.
    - Fixed the game hitching every second while in a vehicle until zombies are near again.
    - Fixed no sound playing when hitting objects with bare hands.
    - Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing.
    - Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat.
    - Fixed the player's animation locking up when charging with a spear after a zombie is hit.
        This happened when the "Manual Floor Attack" key was the same as the "Sprint" key.
    - Fixed impact and death sound not playing when spear-charging a zombie.
    - Fixed "Place Car Battery Charger" displaying for every item clicked on
    - Fixed the "Plant Information" window not handling different font sizes.
    - Fixed bomb explosion sounds not playing.
    - Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option.
    - Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles.
    - Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles.
    - Fixed overlapping disease text in the Plant Information window.
    - Fixed farming with a controller.
    - Fixed some of the excessive head movement when swinging a spear.
    - Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183.
    - Fixed rendering the isocursor and aim-outline in splitscreen.
    - Fixed the position of the vehicle dashboard in splitscreen with more than two players.
    - Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. 
    - Fixed Welding Masks getting soaked in the rain.
    - Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies.
    - Fixed being unable to remove Thin Skinned using the Player Stats debug ui.
    - Fixed Lua error after removing a trait in the Player Stats debug ui.
    - Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui.
    - Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio.
    - Fixed infinite carry capacity after making rotten-strawberry salad.
    - Fixed the layout of the microwave and oven UIs with different-sized fonts.
    - Fixed Lua error wobbling the non-existent heart icon of splitscreen players.
    - Fixed endurance being reduced while holding down the Run key when not moving.
    - Fixed misplaced halves of Large Modern Oven in one orientation.
    - Fixed not being able to barricade carpentry Wooden Door.
    - Fixed the layout of ISAlarmClockDialog with larger fonts.
    - Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used.
    - Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName().
    - Fixed animation and sound issues when attacking zombies that are eating corpses
    - Fixed VehicleAmbiance using the wrong event name.
    - Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking.
    - Fixed Radio items without a WorldSprite being assigned an invalid module.type.
    - Fixed duplication bug when crafting from containers.
    - Fixed not being able to make coffee and tea with the Spiffo mug.
    - Fixed hot beverage not being hot right after it is crafted.
    - Fixed hot and cold drinks not giving a happiness bonus.
    - Fixed not being able to tie a rope to player-made windows (gracias dito!)
    - Fixed ranger car siren light colour.
    - Fixed annotated map loot not always spawning when it should.
    - Fixed crash when trying to go forwards & backwards at the same time in a car.
    - Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed.
    - Fixed trying to play multiple instances of WorldAmbiance since only one is allowed.

     
    TECHNICAL
     
    - Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue.
    - New class: PerformanceProfileProbeList
        Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers.
    - Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems
    - Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager.


    ________________________________________


    Additional Hotfix:

    - Fixed small clock
    - Fixed DrinkingFromBottle sound continuing forever after the action completes.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  10. Like
    NagashUD got a reaction from gabriel rodrigues brandao in MiZe en Scène   
    Can't wait the release !!!
  11. Like
    NagashUD reacted to nasKo in MiZe en Scène   
    Hey all, we’re content locked on the 41.54 update to the public IWBUMS beta – but it needs a few items of fixing and polish before it’s out of the door.
     
    Eris’ awesome new foraging system (as described below) needs some work in response to internal tester feedback, there’s various 3D items bugs, unwanted visual TV interference, and a strange item-wobble when you zoom in and out. Noiseworks bug fixes, level adjusting and various other sound issues are also ongoing.
     
    Seeing as we’re concentrating on getting this out there’s not a huge amount of big ‘new’ stuff to discuss this week, beyond foraging, but there’s still a few things to cover that’ll make your life easier should you want to decorate your safehouse like this.
     

    The ability to place and rotate 3D items from your inventory is a really fun new extra, while the items themselves are in future going to allow us to decorate scenes for starting characters etc to bring new levels of ‘mise-en-scène’ to PZ’s sometimes rather spartan gameplay areas.
     


    This new feature, meanwhile, has also brought about its own new brigand of hilarious bugs – which are, we’re afraid, some of the things RJ and Rockstar Mark are quashing right now.
     
      And, finally on this matter, clearly the introduction of 3D items brings us a new MVP…
    NU-FORAGING
    Regular readers will know that we recently hired PZ modder Eris to work on the team, and that for her first trick she would be improving on our current rather static and UI-based foraging system. We wanted a more active experience and wider set of loot and rewards, and what she has currently integrated into the game is looking hugely positive and just what we believe was required.
     
    Foraging is now an active mode that you switch on and off, and allows you to search areas to find items wherever you are on the PZ map. Your search is impacted by your skill level, weather conditions, your location and your movement speed – and loot changes depending on time of day and season.
     
    Markers appear on your map showing items of note on the ground, which you must then approach to pick up. Forest paths will conjure up wild plants and firewood, sidewalks in towns will provide litter and lost items, farms might have rogue crops still growing in the fields…
    Although it might not be a part of 41.54, one issue we have found with 3D items is that (clearly) small items like nails, berries etc are now far harder to see than when the game was using big, chunky inventory icons.
     
    It’s therefore our intention to experiment with this new Foraging system to also make it a ‘look for small items on the floor’ mode – meaning that placed small items within the world will also be flagged by Eris’ cool new pop-ups.
     
    Alternatively these small items could be given a white outline, which would be accessed from the same Foraging keypress. We’ll see what works best in testing.
     
    Here’s a quick vid showing it all in action.
     
      As we mentioned before, we’re really knuckling down on polish of existing features in 41.54 at the moment rather than discussing/showing things that’ll likely appear in 41.55 or beyond – so apologies if this week’s blog is shorter than the last one.
     
    41.54 will also contain the full Noiseworks PZ soundscape revamp, and reams of new narrative content in the form of Pat_Bren and Turbo’s new CD and VHS system – so it should be one that brings a lot to the Knox Event experience. We’ll let you know how the polish process is going on it over the next week or so.
        This week’s spooky set-up from koekto1000 over on Steam. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! Big thanks to everyone playing, streaming and generally surviving these past two weeks!
  12. Spiffo
    NagashUD got a reaction from Beard in (build 41.50) Small freezes and crash after a while, since a week.   
    I will (sorry for the delay, i was on the road for a while) ; restarting windows seems to resolve the issue for a while, but i'm sure you will get the file when it happens again !

    Thank you and keep up the good work guys !
  13. Like
    NagashUD reacted to nasKo in Zedrum   
    It’s been an up and down week in terms of MP development for Build 41. Last week’s moderately successful Wednesday Night Internal Test Session (W.N.I.T.S.) was followed by another on Friday (F.N.I.T.S) – which was… not moderately successful.
     
    People had fun, but issues (now fixed) with Turbo’s new more compressed savegames made life difficult. Meanwhile, several of Andrei’s additions to the code have now had to be taken back into the garage for further work and testing – as we were seeing far more desync and zed teleports than we have had in previous test sessions.
     
    The good side of obstructions like these, though, is that it gives you more evidence of what’s going wrong – and where to fix it. Andrei has already fixed aspects of what was running haywire, and has debugged the core zed teleportation issue to get it fixed today.
     
    The memory leak we mentioned last week has very likely been making our life harder too, and this week Yuri has tracked it down to the server working its way through masses of packets that have been queued up outside it, causing delays and a build-up of negative server energy.
    We imagine this is one of the core issues that’s plagued us with high population servers throughout the life and times of PZ MP. It’s basically a ‘cascade’ effect, one moment of high stress and load and it will get clogged, and being clogged just makes it worse and it gets more clogged. A vicious cycle until it all falls apart.
     
    As such Yuri has spent much of this week installing ways to track this event and protection / filters around what’s fed into server at crisis moments – which currently amounts to potentially hundreds of different perceived ‘bugs’ in the MP game that are really just ‘the server isn’t able to send out replies to keep the clients synced’.
     
    Our hope is that once we open the server to a wider tester audience again we will have far more stable foundations to play on, and this certainly does feel like the way the wind is blowing. So, hopefully more happy-sounding news next week.
    LAST NIGHT
    Although it was a relatively low playercount we had a deliberately smaller W.N.I.T.S. last night (putting up with the irritating zed teleports) and had a lot of fun.
     
    Here’s the changelist of what had gone into the game over the seven days that preceded it.
     
    Items of note include a killer optimization from Zac that gives a 2x boost to the animation system itself (so the anims, not the game entire) which is especially helpful around zed hordes.
     
    Overall on the smaller server it was clear that general work on melee combat and PvP has come along leaps and bounds. RJ is also putting in some improved hit reactions from Martin to help with the PvP over the next few days.
     
    So, fingers crossed, this will be replicated on larger tests once Yuri and Andrei have smoothed over their current respective entanglements.
    Here’s a video highlights reel.
     
    That’s about all this week though in the background we have also been doing some tidy-up work to improve it when folks plug in/out peripherals and controllers, and also setting things up for a future big improvement to our soundscape – news of which we’ll let you know about in due course.
     
    Finally, if you haven’t already, please check out Aiteron, iBrRus and friends’ AMAZING boat mod: the AquaTsar Yacht Club. It truly is a thing of wonder and a massive addition to the community’s modding scene.
     
    A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  14. Like
    NagashUD reacted to Beard in (build 41.50) Small freezes and crash after a while, since a week.   
    Can you share your console log if the game crashes again?
    Just go to "C:\Users\YourUserName\Zomboid" and attach the "logs.zip" from there to your reply.
  15. Like
    NagashUD got a reaction from Faalagorn in Flight of the Zumblecar   
    Could be awesome indeed !
  16. Like
    NagashUD reacted to Anariale in Flight of the Zumblecar   
    • New hair styles and hair functions
    Are there plans to improve (Obese) & (Skinny) body customization as well as face for various ethnicities and just not to be all clones ?
    It would be pretty stylish to have a character that looks like Bob & Kate, and for later when implementing the NPCs, to have different NPCs on the face.

    Ah and another question, is this a mistake, a homemade spear (0.4weight) is heavier than a tree branch (0.2weight), when you prune it to be sharper.
     
  17. Like
    NagashUD reacted to nasKo in Flight of the Zumblecar   
    Hi all, here’s the latest from the internal test build of the Build 41 MP beta – which we’re working on and fixing up until it’s of a standard appropriate for wider testing.
     
    Our current routine is for a playtest of 10, or so, players every Wednesday night – with a report the next day for the community. Which is where you find us today!
     
    First off, here’s the changelist of everything that had been added for the seven days previous to last night’s test.
     
    Second off, here’s a brief highlights reel from proceedings.
     
    Last night’s test had a Prison Break theme, with a cross-country dash intended to test vehicles. It was a lot of fun, and again very valuable in terms of exposing bugs and showing what’s improved – and would could do with further refinement.
     
    Key areas we need to focus on are:
     
    There are still some occasional zombies that we have dubbed ‘superzeds’ that tend to teleport straight in front of the player and attack. Some players seem to get this more than others, irrespective of their own personal ping. Vehicle sync, player sync within vehicles and ‘player name drift’ during transit are all improved – but not completely. Physics bugs (video seen below) are also still present, but not quite as insane. Yuri is also still looking into ways to improve memory use and optimize map loading, as we suspect ‘traffic cone blockages’ on new map chunks will become more of an issue on higher population servers. Zombie death and corpse placement is still an issue – which Andrei will hopefully put in a fix for in coming days. We need to tighten up players in your local area, as sometimes the teleport we’re using to ‘catch up’ is too aggressive. This works fine, but will cause issues for PvP.  
    Here are a few screenies from last night too:
     
    NON-MP STUFF DONE THIS WEEK
    Shift+double click can now be used on clothing items in the inventory to wear the item Newest earned skill level is now highlighted when the skill panel is opened New hair styles and hair functions Improved movables system – movables can now be dismantled from within the inventory.  
    SPIFFO’S FINAL THOUGHT (AGAIN, AGAIN):
    Although everything is looking very positive with the MP stuff PLEASE note that we still have a pretty long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests.

    We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than some sort of radio silence.

    As an apology here’s an amusing compilation of the vehicle bugs that we’ve been stamping out recently.
     
     
    A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  18. Like
    NagashUD reacted to nasKo in On the Test Trail   
    Okay, so TLDR after the last night’s Wednesday Night Test Session on the Build 41 MP beta is that the new MP is increasingly LOTS of fun, but there is still LOTS for us to do.
     
    For those interested in the nitty-gritty, here’s the changelist for the week of dev-time that was being tested.
     
    For those who would rather just see a few quick vids and screenshots of the developers, PZ server admins and modders we assembled to have a play of the current Build 41 MP, here’s some of the very same:
     
     

    And, an example of one of the many bugs we still need to seek and destroy.


      And a few bits of tester feedback:

    “The whole group of us met up around the campfire and then made a cross-Kentucky trek. As we lost more and more people the feeling of being in a zombie movie slowly intensified. We started out with like… a dozen people and then hordes split us, people got bitten, etc. All was extremely fun and engaging. Despite a few bits of lag/desync, it really played extremely well. Issues seemed mostly to be fussy visual ones.&rdquo

    “It really was a blast, overall it’s very playable at the moment. There’s some desync with players sometimes, some slight tp’ing zombies and a bit of confused zeds when lots of players are around – but the overall experience is so smooth and SO PZ.”
     
    So, what items are on the list for polish and fixing ready for the next Wednesday MP test? Well, among other things, the following are in the spotlight:
     
    We’re seeing occasional black-boxing and car weirdness (as seen above) so we 100% need to crack down on this. Players can’t move after being shot We’ve got some item-duping on different events, like falls Player lighting (flashlights etc) isn’t synced Some SFX still aren’t matching up Lots of general improvement to connections, admin settings, chatbox etc.
      Other non-MP stuff done this week:
     
    Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they’ll thump on walls and crates, etc.
      (We are aware that, coupled with the zeds crawling beneath cars update in 41.50 this will be making your lives even more difficult – and are testing this to see how it plays and will be looking at ways to compensate for it, perhaps increased wall and object health etc)
     
    Some really promising optimization that should see a frame-rate and load time boost. General balance to: survivor zeds, loot spawn locations, item weights, some nutrition and whether or not you enjoy eating raw dead animals.
      SPIFFO’S FINAL THOUGHT:

    Although everything is looking very positive with the MP stuff PLEASE note that we still have a very long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests.

    We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than radio silence.
    Also, don’t walk on campfires.
    A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  19. Like
    NagashUD reacted to nasKo in IWBUMS 41.50 released   
    GOG Updated with Hotfix
  20. Like
    NagashUD reacted to Batsphinx in IWBUMS 41.50 released   
    HOTFIX RELEASED! HOTFIX - Fixed zombie spawns on 32 bit systems - Boosted tailoring book spawn in residential houses (not included in previous patch) - Boosted farming book spawn, also now appears in shops and farmhouses (not included in previous patch) FRESH ANIMS -hooked up weapon variants of bumped anims -re-exported handgun bumps as weapon bone orientation was wrong
  21. Like
    NagashUD reacted to Batsphinx in IWBUMS 41.50 released   
    Latest Public Beta IWBUMS patch has been released!
     
    Barring anything urgent or required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is being merged into our mainline, meaning that all devs will be working on the version containing our MP work.
     
    As such after this there won't be any big patches until MP itself is ready for a full IWBUMS beta release.

    Things are feeling really good with it, but there's still a lot of work to do! Please keep tabs on the Thursday blogs for updates.
     
    41.50
     
    NEW
     
    Added some contextual double click on items in inventory:
    - If not in inventory, it'll just transfer it (like before)
    - Dbl click weapon to equip/unequip it
    - Dbl click clothing/Bags to wear/unwear it
    - Dbl click food to eat it

    - Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.

    - Updated translation.
     
    SPIFFO'S SECRET SPECIAL SAUCE II
    - Content Redacted (for now)
     
    BALANCE

    - Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
    - Reduced fatigue due to foraging by a large amount.
    - Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
    - Adjusted weight of several hats.
    - Addressed beer bottle issues.
    - Added smash bottle for the beer bottle.
    - Added bite/scratch protection for bullet vest.
    - Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
    - Boosted tailoring book spawn in residential houses
    - Boosted farming book spawn, also now appears in shops and farmhouses
     
    ANIMS

    -re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly

    FIXES
     
    - Fixed not being able to add worms as bait in trap.
    - Fixed some combat near fences without a spear.
    - Fixed thin/thick skin issues around how prone you were to taking damage from zeds
    - Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
    - Fixed fake-dead and crawling zombies attacking invisible players
    - Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
    - Fixed earring not showing on ground
    - Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
    - Fixed missing consolidate context menu option for thread & wire.
    - Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
    - Fixed equipping broken weapons by double-clicking.
    - Fixed new splitscreen players with the same profession sharing the same XP multipliers.
  22. Like
    NagashUD reacted to Batsphinx in IWBUMS 41.49 released   
    And.... released...
  23. Like
    NagashUD reacted to Batsphinx in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  24. Like
    NagashUD reacted to nasKo in IWBUMS 41.48 released   
    EXPERIMENTAL/NEW
    Added a new keybinding: Manual Floor Attack:
     
    - Default to LEFT ALT.
    - When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by. 
     
    This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital:
     
    - If set to false, your player will /!\ NEVER /!\ do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him.
     
    NEW
    - Added rain / snow visibility options: Always, Outdoors only, Never.
    - Added a new SECRET zed story
    - Added ZoneStoryChance sandbox option.
    - Added a new anim to drink from wine/whiskey.
    - Added new drink bleach anim.
    - Polished and improved Spear Charging at zeds
    - Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way.
    - Added NewMusic_KeepMoving to sounds_music.txt.

    BALANCE
    - The "Wash Yourself" tooltip displays the amount of soap and water used.
    - Fixed "Wash Yourself" happening faster when insufficient soap was available.
    - Strawberries fertilizer resets to zero after harvest
    - Can no longer get benefits from smoking cigarette partially and cancelling
    - Spears now break after fewer kills (around 2-5 vs 15-20 before) at level 0.
    - Can now make tent kit using wooden stake.
    - Washing machines and Dryers now operate for a little while even when clothes are already dry or clean, as real world appliances would.
    - Removed the need to uninstall Trunk lid / Hood before they can be repaired
    - Now only spears can attack through wired fence/chain link etc.
    - Spears have bit more chance to break when impaling.

    ANIMS/MODELS
    - Adjusted wine bottle to not clip through player head during drinking anim.
    - Adjusted WhiskeyBottle.X to work with new drink anim so it doesn't clip face.
    - Rescaled molotov to fit new bottle size.
    - Re-exported WhiskeyBottle.png and Molotov.png to 64x64.
    - Re-adjusted glasses clothing item to be proper reflective glasses, icon currently placeholder.
    - Adjusted ski goggle clothing item to again be either reflective or dark version.
    - Made the spear attacks use an upperbody mask so to reduce pausing during attack.
    - Swapped out attacking on floor with spear for a new anim, Bob_AttackFloorSpear.X.

    MODDING/DEV
    - Added loading mod files from the media/AnimSets directory.

    - Added optional versionMin= and versionMax= lines to mod.info so mods can specify which versions of the game the mod is compatible with.
            Build 40 will not be patched with this for now. 
            If the mod only works with version 41 or newer, add this line to mod.info:
                   versionMin=41.0
           If the mod only works up to a certain version of build 41, you would use:
                  versionMax=41.999
           Obviously replacing the ".999" with the build number.

    - Added DefaultClothing.lua to specify default clothing items for outfits that have default pants or top.
           Previously, these were hard-coded in Java.

    - Only save RADIO_SAVE.txt if the contents have changed.
           This is saved every 10 game-world minutes.
           This is done on the main thread; we should avoid doing disk I/O from here.

    - Added OnCanPeform:XXX property to recipes specifying the name of a Lua function that will be called
     to perform additional checks on being able to perform a recipe.
     This is a more general solution than the NearItem property (that was used for blacksmith recipes).
     The function takes two arguments and should return a true or false.
            function CanPerformMyRecipe(recipe, playerObj)
                  return playerObj:isOutside() and RainManager:isRaining()
           end

    - Added Tooltip:XXX property to recipes to display additional text in recipe tooltips and in the crafting ui.
           This can be used to let the user know about additional requirements when there is an OnCanPeform function.
           The value should be a translation name.  The translation text may have multiple lines separated by "<br>".
                  recipe MyRecipe
                  {
                         ...
                         OnCanPerform:CanPerformMyRecipe,
                         Tooltip:Tooltip_Recipe_MyRecipe,
                  }
           Tooltip_Recipe_MyRecipe = "Must be outside.<br>Must be raining.",

    - Added possible forced hair/beard color for outfit in HairOutfitDefinitions.lua (bandit/punk will have a chance to have more "crazy hair color").
    - Added blood clothing type to every possible body location, so you can easily mod a new clothing to protect X or Y parts:
    - Example, i want to do metal socks that protect both feet and lower legs, i'll simply add a BloodLocation = Feet;LowerLegs, in the item script.
    - Full list of per-bodypart location: Bag (back), Hands, Head, Neck, UpperBody, LowerBody, LowerLegs, UpperLegs, LowerArms, UpperArms, Groin.
    - Each location will cover both left and right parts if needed.
    - Thanks modder Flash for the idea!

    - Catch the "Comparison method violates its general contract!" exception in IsoObjectPicker to avoid breaking the game.
           This exception can happen when compare(a,b) is inconsistent with compare(b,a).
           This doesn't fix the cause, it only stops endlessly throwing exceptions.

    - Made IsoObjectPicker.ContextPick() a bit more efficient by calculating the score of each ClickObject once before sorting, instead of when comparing each pair of items being sorted.

    FIXES
    - Fixed police corpses sometimes having two holsters.
    - Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated.
    - Fixed duplicate items being created when climbing over tall fences.
    - Fixed RMC ripping a worn out item ripping up another item instead.
    - Fixed unrippable ankle socks
    - Fixed colored furniture / paint signs being luminescent in the dark
    - Fixed popsicle freezers outside buildings not consuming generator power.
    - Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity.
    - Fixed zombies not thumping barricade on the opposite side if the window was destroyed.
    - Fixed exploit of being able to carry unlimited amounts by simply equipping another bag.
    - Fixed the trailer crash stories only spawning advertisement trailers.
    - Fixed spear charge not connecting when it should.
    - Fixed spear charge not very often killing a zombie (wrong anim was played most of the time).
    - Fixed being able to instant sprint after doing an attack if you were already sprinting
    - Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!)
    - Fixed exception loading map_meta.bin on the client.  This will break server map_meta.bin files.
    - Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet.
    - Fixed an exception filling an empty sand bag that is equipped in the player's left hand.
    - Fixed dirt, gravel and sand bags not displaying a model when equipped.
    - Fixed clicking the left mouse button hiding the splitscreen player's radial menu.
    - Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges.
    - Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges.
    - Fixed temporary inventory items being created each time a zombie was hit.
    - Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with
     items being dragged with the mouse.
    - Fixed non-rendered floors not revealing levels below
    - Fixed lack of sound notification when achieving a skill level (fitness & strength)
    - Fixed being able to rip Favourite clothes
    - Fixed "Lit Candle" not changing its name or state after being put out
    - Fixed Metalworking menu not showing propane torch uses correctly
    - Fixed not being able to defend from (or see) closet zombies eclipsed by door
    - Fixed unavailable Double context menu option to put / take sheet rope on windowframes
    - Fixed not being able to wear a hoodie with hood up + earrings
    - Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles.
    - Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences.
    - Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle.
    - Fixed being able to hit a zombies through a barricaded window.
    - Fixed some spears having the bat sound when hitting with them.
    - Fixed delayed sound of death when impaling a zombie.
    - Fixed being able to cut grass/forage etc. while in a car.
    - Fixed infinite loop when resting + doing fitness.
    - Fixed enabling and disabling mods with texture packs not updating which textures the game uses.
    - Fixed mod lua files in the server directory not loading after editing one in debug mode.
  25. Like
    NagashUD reacted to Batsphinx in IWBUMS 41.47 released   
    41.47 changelist
     
    NEW
     
    - Added camo baseball cap.
    - Added urban camo shorts.
    - Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
    - HairOutfitDefinitions can also handle beard.
    - Added some new Zed Stories and improved some existing ones
    - Updated translations.

    MAP
     
    - Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
    - Fixed incorrect driveways in Riverside gated community and a few other areas

    BALANCE
     
    - Metalworking requirement when repairing Trunk/Hood to lvl 1
    - Can no longer prepare beverage with only sugar
    - Sugar/coffee no longer a drainable item (reverted from previous patch)
    - Can now place antique oven even at 0 carpentry skill.

    MODDING / DEV
     
    - Don't clear the list of attachments in a "model" script definition when the same model was already defined.
     Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
    - Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
     There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
    - Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
    - Added Tags=Write to items that can write in journals and notebooks
    - Added debug code to check for outfits having multiple conflicting bags.
    - Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
     This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
    - Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.

    FIXES

    - Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
    - Fixed un-stacking logs returning more ropes than was used in Stacking
    - Fixed the new fog lagging behind the camera movement and zoom level.
    - Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
    - Fixed HumanVisual exception with beards.
    - Fixed garage doors on the north edge of a square blocking vehicles.
    - Fixed an infinite loop after reloading a Lua file in the debugger.
    - Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
    - Fixed some unnecessary allocations related to blood splatter.
    - Fixed splitscreen fog rendering.
    - Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
    - Fixed fishing abundance being displayed as nan% sometimes.
    - Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
    - Fixed error in the above if the player moved far away from the original square that was clicked.
    - Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
    - Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
    - Fixed the radio van having random paint color showing where scratches are.
    - Fixed errors reading map_sand.bin preventing the game from loading.
    - Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
    - Fixed not being able to write in journals and notebooks with blue and red pens.
    - Fixed missing glovebox on some vehicles when loading old saves.
    - Fixed GloveBox2.VehicleType being 1 instead of 2.
    - Fixed possible NullPointerException in AttachedWeaponDefinitions.
    - Fixed "Bandit" outfit possibly spawning with two bags.
    - Fixed being blocked at the climbing fence in the tutorial
    - Fixed fitness being enabled in tutorial
    - Fixed detroyed doors not checking tile properties and producing incorrect debris
    - Fixed zombie outfit system being able to spawn two items on the same body location
    - Fixed missing newline in Remove Patch tooltip.
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