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Sick Boy

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  1. Spiffo
    Sick Boy got a reaction from B33ware in Bren After Reading   
    Penis Ham lives on in our hears and our veins. Er, vans.
  2. Spiffo
    Sick Boy got a reaction from GoodOldLeon in Bren After Reading   
    Penis Ham lives on in our hears and our veins. Er, vans.
  3. Spiffo
    Sick Boy got a reaction from Pandorea in Garden spray (Mildew Spray)   
    Try using an empty garden spray can with a bottle of water or something(a cooking pot, a bucket) with water in your inventory. I've had this issue as well, when you fill up a garden spray can it won't let you make the flies/mildew cure if the can is full. 
  4. Spiffo
    Sick Boy reacted to cool daddy shark in IWBUMS 41.46 released   
    I know its not urgent, but if you guys could look into automating smoking like you do with drinking water bottles if you have cigarettes and a lighter/matches that would be awesome. It gets really tedious over long periods of time constantly going through my inventory, finding them, and them waiting 5 seconds to smoke them manually.
  5. Spiffo
    Sick Boy reacted to Corner5tone in TV Dinner needs to be nerfed   
    Sorry for the sarcastic, click-baity, title, but I just ate my first TV dinner and I'm astonished. It increases boredom and unhappiness?!? Even when cooked!?!

    This has to be an oversight, or maybe an inside joke? That TV dinners are boring and unhappy?

    From my standpoint, I LOVED the TV dinners from the Zomboid era (when I was a kid). Unhealthy, sure. Delicious? Definitely. And that would be doubly so in an apocalpyse where something so ordinary like a TV dinner would represent a rare delicacy (thank god I'm not eating mushroom salad again!).

    Thank you for attending my rant.
  6. penisham
    Sick Boy reacted to Batsphinx in IWBUMS 41.43 released   
    NEW
     
    - Updated with new controller icons on gameplay screen when playing with pad
    - The inventory and loot windows are collapsed right away when the player begins aiming, unless they are pinned.
     
    - Interrupt zombies climbing through windows if the player is closing the window.
     This applies if a zombie is starting to climb through a window, and isn't over the window sill.
    - Block the player closing a window if a zombie is climbing through it. The player plays the 'struggle' animation if a zombie is over the window sill.

    - Added "Automatically Drink Water When Thirsty" accessibility option.  It is on by default. Right-clicking on a water bottle when thirsty displays a new option "Quench Thirst". This option isn't displayed for food (such as pop cans), only water containers. Each unit of water removes 10% of thirst, as always.  So some thirst below 10% may remain after drinking.
     
    - Added "Leave Key In Ignition" accessibility option. When enabled, the key remains in a vehicle's ignition when the engine is shut off.
     
    PERFORMANCE
     
    - Improved pooled objects, which should in turn improve performance in areas of high zombie density.
     
    (On Six Months Later settings, for example, game was taking above 6ms to release an AnimationPlayer when removing one zombie from the world. This time has now been lowered to about 0.01ms - 0.03ms).

    BALANCE
     
    - Removed attack that was standing in for a cancelled jaw stab
    - Added more floorboard stashes, including some exotic ones.
    - Increased chance of finding an annotated map
    - Increased the chance of finding a Survivor Zed
    - Refined the outline colour when aiming at zeds with a firearm - green now appears when the chance of getting a good shot is a lot more likely
    - Increased chance of clip found in guns or next to it.
    - changed sleepyhead and wakeful sleep times
    - Added traps being destroyed in streamed world returning same items as when destroyed in 'offscreen simulation'

    MODELS/ANIMS CHANGES
     
    - Adjusted multiple bags and apron mesh so they don't clip each other
    - Made welding mask replace hats and vice versa (can't wear at same time)
    - Made it so earrings don't clip through hoods
     
    FIXES
     
    - Fixed crawling zombies hitting the player in a vehicle when doing the fence/window crawl attack.
    - Fixed the controller focus being on the load-game screen after loading a game with the controller active.
    - Fixed the inventory and loot window selections being cleared sometimes while dragging items. This resulted in dragged items not being rendered.
    - Fixed the vehicle dashboard remaining hidden after hiding the ui while inside a vehicle.
    - Fixed the crafting, map, and mechanics UIs blocking all keypress events.
    - Fixed multiples of "Time Before Corpse Removal" passing before corpses are removed.
    - Fixed corpses moving and changing from male to female when rotting.
    - Fixed Lua error while loading a challenge if all Lua files were reloaded due to mods.
    - Fixed multiple player-death sounds playing.
    - Fixed the inspect-clothing ui displaying the wrong bite/scratch defense values for items with neckProtectionModifier < 1.
    - Fixed bite/scratch defense bonus on the neck being reduced on clothing with neckProtectionModifier < 1.
    - Fixed setting the sandbox start time to 5AM starting at 9AM.
    - Fixed "Pouring in" being displayed in the inventory window when combining Thread.
    - Fixed stashed planks not working (the container "hidden" in the floor).
    - Fixed hotbar appearing for controller users
    - Fixed CTRL+A in the inventory and loot windows causing the player to turn.
    - Fixed missing function name in "xxx not defined for operands in null" exception messages.
    - Fixed not taking bullets from bags to reload a magazine when using the radial menu. Bullets in bags were taken when using the context menu.
    - Fixed being able to pour dirt onto water tiles
    - Fixed rugs/carpets being removed with certain actions calling addfloor (pour/take dirt, build floor)
    - Fixed some benches requiring different tools for different facing directions
    - Fixed objects not being able to click or added to context menu when 'under/behind' a collapsed wall
    - Fixed pouring the same thing out the same type multiple times on a tile (sand/gravel/dirt)
    - Fixed park ranger not having his/her walk through trees work correctly
     
  7. penisham
    Sick Boy reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  8. penisham
    Sick Boy reacted to GoodOldLeon in IWBUMS 41.42 RELEASED   
    New patch and penisham is back? what a great day.
  9. Like
    Sick Boy got a reaction from Geras in Do Open   
    Post-apocalypse Grandma, here I come!
     

  10. Spiffo
    Sick Boy reacted to Eggtooth in IWBUMS 41.15 RELEASED   
    Fantastic update. Thanks guys.
     
    Also last line 
     
    "You have not been forgotten" - General John McGrew
     
    xP
     
    Oh also Lemmy, Nolan helped me find a solution for the error that was occuring when making wrecks have car parts. They were basically nil according to game.
    If you want to fix this (you don't have to, it's just a suggestion!), in Vehicles.lua do this at line 939:
     
     
    Basically make those three lines with conditionMultiply inside an 'if'.
    Should resolve any problems with car parts being nil (in mods mainly) and game shouldn't throw any errors in console now. I have tested this, it does not bring back the bug with low condition of tires and car parts.
  11. Like
    Sick Boy got a reaction from Magic Mark in StreamZed III   
    Well, good for them.
  12. Like
    Sick Boy got a reaction from DresdenBBQ in StreamZed III   
    Well, good for them.
  13. Pie
    Sick Boy got a reaction from crossed in StreamZed III   
    Well, good for them.
  14. pillow
    Sick Boy got a reaction from Jason132 in StreamZed III   
    Well, good for them.
  15. Spiffo
    Sick Boy reacted to Blake81 in StreamZed II   
    God, I hope we get it this week.... having to watch all these streams is like your parents buying your X-mas present in July, showing it to you, but instead giving it to the kid next door to play until X-mas morning, and you have to spent all that time watching him have the fun you can't have...
  16. Like
    Sick Boy got a reaction from ZombiesLoveBrainiacs in StreamZed II   
    Something classy, minimalist and "normal" would be perfect. Please don't make it a "zombie hand".
     
    Really there's nothing wrong with the standard mouse pointer, but I understand why you wouldn't want to use it. 
     
    There's no "good reason" that I have to not make it. Other than it's something I personally don't want so, ya know, take the comment as you'd take any other recommendation that's a bit petty and kinda dumb. 
     
     
    Also, strong Fantano vibes from the featured character.


  17. Like
    Sick Boy got a reaction from grammarsalad in Far from the Zedding Crowd   
    You heard it folks. EXACTLY 2 weeks. 
  18. Pie
    Sick Boy got a reaction from Minnigin in Far from the Zedding Crowd   
    You heard it folks. EXACTLY 2 weeks. 
  19. Pie
    Sick Boy reacted to lemmy101 in Far from the Zedding Crowd   
    We'll make sure it's balanced so kiting isn't something that keeps you safe. If by dumbing down you mean 'allow someone to survive more than a day' I'd agree with that no one here has any idea how unbelievably difficult the game is compared to 40 with the rebalanced combat. Thanks for your concern and we'll definitely bear this in mind.
  20. pillow
    Sick Boy reacted to Ziggylata in Far from the Zedding Crowd   
    Ooh, I dont much like that strafe thing you guys just did.
     
    I feel thats going to significantly dumb down the combat where I can just hold a direction and mash click the attack button and the horde will never get me and I will eventually chew through their health. A lot of the danger seems like itll be gone if this change is implemented and I feel you guys should immediately check this and make sure this isnt an issue. One of the things ive always liked about the combat is how you really have to commit to a swing, hordes cant be kited as easily because your swing stops your movement, with that gone I feel the games combat difficulty is going to decrease by a lot and I feel that guns are going to be even weaker as a result because now I dont even need a gun for big engagements (which only brings more enemies to me in the first place and has always been hard to justify) since I can just infinitely kite enemies so long as my melee weapon isnt broken. 
     
    Please dont make this mistake, assuming it is one. I hope you guys test it because I already saw glimpses of it in the video.
  21. Pie
    Sick Boy reacted to OffitMan in Far from the Zedding Crowd   
    Maybe wait until you've actually played the new build before you start calling for immediate action to problems that might not even exist. People just can't help themselves when they see these WIP videos.
     
    Keep doing what you're doing TIS. Can't wait to play this once it's ready.
  22. Spiffo
    Sick Boy reacted to grammarsalad in Reloaded   
    I really like the (I understand, possible) plans for inventory. +1 for a sewing skill. Now, I wanna make a sewing, cooking grandma!
  23. Pie
    Sick Boy got a reaction from alexzaker in The Sound of Mucus   
    I hate to be the negative Nancy in the group, but I think the zombie sounds are a bit over the top. Now, I do agree they should make the moaning and groaning and stuff. But the ravenous growling is too animalistic.  It's too intense. Like they're mad at me.  Loud is fine. but they don't seem like zombies when they make that much noise. They seem like angry cannibals. 
  24. Like
    Sick Boy got a reaction from Geras in The Sound of Mucus   
    I hate to be the negative Nancy in the group, but I think the zombie sounds are a bit over the top. Now, I do agree they should make the moaning and groaning and stuff. But the ravenous growling is too animalistic.  It's too intense. Like they're mad at me.  Loud is fine. but they don't seem like zombies when they make that much noise. They seem like angry cannibals. 
  25. Like
    Sick Boy got a reaction from Jason132 in Zed Snacking   
    If you think you can just wave things like a comically giant pan and a skeleton dance party in our faces and expect us not to demand it...? Well, brother you got another thing comin'!
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