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ZombiesLoveBrainiacs

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  1. Spiffo
    ZombiesLoveBrainiacs reacted to lemmy101 in IWBUMS 41.21 RELEASED   
    NEW

    Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel.
    Added visible bandage models on character
    Changed the animation when building log walls, and hide hand models since no tools are required.
    Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example.
    Added "Aim outline" display option.
    Player now unequips current item before equipping another when both items are in the hotbar.
    Fixed some bugs with the Inspect Clothing UI & added a condition bar.
    Finished bandages models (added dirty!)
    Removed "New Roof Hiding" option.
    Catch and log all Throwable errors when saving the game.
    Added randomised vehicle spawn events - car crashes etc.
    Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options.
    Improved transition to action animation to remove anim snaps
     
    INSULATION SYSTEM CHANGES
     
    - fixed bug that resulted in no catch a cold chance when conditions did apply
    - slowed down body heat generation increase/decrease rates
    - added advanced view and applied text changes on thermal tab
    - fixed temperature offsets of limbs to be more pronounced
    - changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold
    - increased energy/fluid consumption rates a little bit when overheating/undercooling
    - added small increase in energy consumption when generating lots of heat.
    - changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again.
    - fixed bug that during heat made skin too hot too fast based on insulation
    - fixed a few clothing pieces insulation
    - changed hypothermia stage 2 kicking in at core 35, instead of 33
    - added a lower body heat generation value when sneaking.
    - added small incremental insulation bonus affecting high insulating clothing mostly
    - added extra lower perspiration rate modifier for clothing in colder temperatures
    - added water resistance to various jackets,pants,hats and footwear
     
    BALANCE
     
    Increased a tad weapon spawning attached to zombies.
    Increased gardenning spray, scissors, gloves & butter knife spawn rate.
    Removed Belt being able to be cut.
    Increased thread spawn rate in kitchen.
    Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires.
    Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack.
    Added slow shamblers zombies speed.
     
    FIXES

    - Possibly fixed walking-in-place zombies.
    - Fixed hotbar not updating when replacing a holster with a double holster or vice-versa.
    - Fixed custom weights for food and crafted radios not being saved.
    - Fixed "Clear Ashes" not being available.
    - Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes.
    - Fixed lua error in DebugChunkState displaying tables in modData.
    - Fixed the bug "vehicles sometimes disappear until you reload the game".
    - Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down.
    - Fixed overlapping garage door and wall in cell 37,22.
    - Fixed Tailoring skill books disappearing after being read.
    - Fixed grime/overlays/etc from burned tiles.
    - Fixed the bug: the -Dnosave option throw a bunch of error
    - Fixed car batteries starting with greater than 100% charge sometimes.
    - Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu.
    - Fixed red garage doors not being openable.
    - Fixed Transfer All not working when one of the items is a Moveable (furniture) item.
    - Fixed cold water being used sometimes when disinfecting bandages or making hot drinks.
    - Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added).
    - Fixed wrong climb-over-fence animation playing when holding a handgun.
    - Fixed MEGA THUNDER bug after fast-forward
    - Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on.
    - Fixed lua error when attempting to reload a magazine when there are no bullets in inventory.
    - Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes).
    - Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls.
    - Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door.
    - Fixed hitting trees through walls.
    - Fixed zombies runners not running toward a sound (breaking windows, TV..)
    - Fixed zombies runners running in circle around you.
  2. Like
    ZombiesLoveBrainiacs reacted to Cory in Bandage Club   
    Nice work but If I get bit and scratched, I am not worried about the hole in my shirt. I am dead in 30 sec anyway.
    Any word or info on MP or admin roll changes
  3. Like
    ZombiesLoveBrainiacs reacted to ohgodspidersno in Item mass rebalancing?   
    I mean I do get that but 1 unit still feels like a crazily high amount. Socks weigh 0.3 when worn which is quite significant if you're doing a big haul and need to make choices about what to cut. I can say with great confidence as a human being that the effective bulk of a pair of socks while worn in real life is essentially 0. In fact, I would argue that they increase your carry capacity irl because your feet are more comfortable and your shoes fit better. It's also odd that all clothing items are the same mass. There's no way a pair of no-show socks should be as bulky or heavy as a pair of fireman's overalls.
     
    The mass of unboxed bullets also feels wrong. They should weigh more per bullet than they do while boxed, but not several times more.
     
     
  4. Spiffo
    ZombiesLoveBrainiacs reacted to Geras in [41.20] Sprinters running in circles around player   
    See video.
     
    https://streamable.com/6mwjn
  5. Like
    ZombiesLoveBrainiacs got a reaction from Faalagorn in Item mass rebalancing?   
    Almost all clothing items have a weight 1.
     
    The first thing I do in the zombie apocalypse is get naked while watching woodcraft. Don't judge me, I'm just doing it because I have to survive!
  6. Like
    ZombiesLoveBrainiacs got a reaction from grammarsalad in Let us finally use the crowbar to open doors   
    I was sure that would be a thing in 41 - but it's still not possible. Please? :[
  7. Like
    ZombiesLoveBrainiacs reacted to MrTrololo in reading in darkness   
    character shouldn't be able to read anything if light level is too low,currently reading even in completely dark areas is possible and that's ridicolous
  8. Spiffo
    ZombiesLoveBrainiacs reacted to ohgodspidersno in Item mass rebalancing?   
    A pair of socks weighs 1 kg, and they still take up 0.3 kg of bulk once they're on your feet? A bullet weighs almost as much as a box of 24 bullets? A notebook with 10 pages weighs five times as much as a journal with 20 pages?
     
    There's just a lot of super unbalanced or completely incorrect weights that are pretty annoying to deal with. I never wear t-shirts or socks because they cost a ton of weight, and imho that's just not a choice that the player should ever be compelled to make. RP shouldn't be the only reason I give my character comfy socks.
     
    I might just have to make this one myself, but it seems odd that no one else has made it.
     
     
  9. Like
    ZombiesLoveBrainiacs reacted to runtheball in Death by fast-forward   
    I often have trouble exiting fast forward mode. Usually, I have to repeatedly press pause until the click registers. Tonight, I was reading with time sped up to maximum, and although I began reading while perfectly healthy, I died while trying to exit fast forward mode. I'm certain that no more than 8 hours had gone by, its not like I could have starved to death or anything like that. I had clicked pause many times, and even clicked normal speed a few times, but nothing worked.
    I'm wondering if the storm/rain outside had anything to do with the game's failure to register my clicks. My computer does seem to lag a bit during fighting, rainstorms, and even some simple animations. My hardware isn't state-of-the-art, but its nowhere near low-end either. I'm using GeForce GTX 1060 6GB and i5-8400 2.8GHz
    https://pastebin.com/C7vuYkq6
  10. Like
    ZombiesLoveBrainiacs got a reaction from Loskene in Driving controls can kill.   
    Fun fact: you can actually do this manually - but only if the window is opened, and you won't be able to steer the car while doing it.
    Apparently, the character lets go of the steering wheel and leans out the window at 100 mph to focus on the road. Like, dude, stop doing that.
  11. Like
    ZombiesLoveBrainiacs reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  12. Like
    ZombiesLoveBrainiacs reacted to Josko in IWBUMS 41.19 released!   
    Would be nice if Vitamin Pills could give -5 Fatigue, and increase useDelta to 0.2, that would mean you could use one full Vitamin bottle 5 times = -25 fatigue in total, only difference being that it wont take so damn long to take down your Fatigue/Tiredness

    Also would be nice to have Long Sport pants, at the moment there is only Sport shorts and Long sport shorts 😕
  13. Like
    ZombiesLoveBrainiacs reacted to Josko in IWBUMS 41.19 released!   
    Can we have movement speed bonus on sport shorts and sport t-shirt? Would make sense
  14. Like
    ZombiesLoveBrainiacs reacted to Misha in IWBUMS 41.19 released!   
  15. Like
    ZombiesLoveBrainiacs reacted to astakhov00 in IWBUMS 41.19 released!   
    Can you fix this visibility issue? Even though it's my safe-house, I've had zombies spawn inside the walls, and I can't even see if there's a zombie down there by the wall which is quite frustrating.

     
     
     
    Also wanted to add, that I have kinda low fps,around 25-40 whenever I zoom out to 150%. Maybe you guys can suggest some of the settings to turn off or something.
    Me specs are: R5 3600, RX580 8gb, Ram bual channel 16gb
  16. Spiffo
    ZombiesLoveBrainiacs reacted to Blake81 in IWBUMS 41.19 released!   
    Now that explains why I was not getting a single alarm...
     
    Yup! I found out that if lure a bunch of zed (via gunshot) into the back of a Gun Store (I used that remote one on the upper-left corner of the map), Zed will keep dropping all sorts of Gun Store loot, ad infinitum.
     
    Walked out of that place with 5 military backpacks of ammo, one of each weapon (with all upgrades that spawn) and 3 Katanas, so we can officially christen that as "Best Bug Ever!". So TIS, don't fix that yet; just take your time, I'm sure there are bigger things that need fixing or adding first, right? Like Hunting, NPCs, Voice Acting, Fully Immersive VR and Console Ports, right?
  17. Like
    ZombiesLoveBrainiacs reacted to Kalista in Like, sew cool   
    Asking a question about the tailoring profession even tho its prob in the very earliest of stages any plans possibly of say modifying your bag with extra pockets giving a tiny bit more storage out of them?
  18. Like
    ZombiesLoveBrainiacs got a reaction from trombonaught in Reduce the Rural Zombie Population   
    Agree, I think this is also an issue with which zones are set as "urban" and "rural".
     
    For example, the western starting area of Riverside is surprisingly safe, while the farmland south of Rosewood is full of zombies.
  19. Like
    ZombiesLoveBrainiacs got a reaction from Cory in Customizable random zombie speeds   
    Choose your own % of Runners, Walkers, Shamblers - and Crawlers! You missed those, didn't you. 
    By default, you should get ~5% Runners, 60% Walkers, ~33% Shamblers, and ~2% Crawlers.
     
    Only works if you choose "Random" for zombie speeds in Sandbox.
     
    Not sure if this is 100% reliable, but it seems to work so far.
     
    ZombieSpeeds = {} ZombieSpeeds.counter = 0 -- counter to delay execution, otherwise it doesn't seem to work ZombieSpeeds.randomizeSpeed = function(zombie) ZombieSpeeds.counter = ZombieSpeeds.counter + 1 if ZombieSpeeds.counter ~= 200 then return end ZombieSpeeds.counter = 0 local data = zombie:getModData(); if data.zombieType == nil then -- we didn't set a zombieType yet -- so lets set a zombieType local random = ZombRand(101) if random > 98 then zombie:toggleCrawling(); -- how to set, not toggle? data.zombieType = "crawler" -- elseif random > 97 then -- zombie:setForceFakeDead(true); -- not working? -- data.zombieType = "fakedead" elseif random > 95 then data.zombieType = "runner" elseif random > 60 then data.zombieType = "shambler" else data.zombieType = "walker" end -- now do something with the zombieTypes if data.zombieType == "runner" then zombie:changeSpeed(1); elseif data.zombieType == "walker" then zombie:changeSpeed(2); elseif data.zombieType == "shambler" then zombie:changeSpeed(3); end zombie:DoZombieStats() -- doesn't seem to work without applying the stats like this end end Events.OnZombieUpdate.Add(ZombieSpeeds.randomizeSpeed); RandomZombieSpeeds.zip
  20. Like
    ZombiesLoveBrainiacs got a reaction from Arsenal26 in Customizable random zombie speeds   
    Choose your own % of Runners, Walkers, Shamblers - and Crawlers! You missed those, didn't you. 
    By default, you should get ~5% Runners, 60% Walkers, ~33% Shamblers, and ~2% Crawlers.
     
    Only works if you choose "Random" for zombie speeds in Sandbox.
     
    Not sure if this is 100% reliable, but it seems to work so far.
     
    ZombieSpeeds = {} ZombieSpeeds.counter = 0 -- counter to delay execution, otherwise it doesn't seem to work ZombieSpeeds.randomizeSpeed = function(zombie) ZombieSpeeds.counter = ZombieSpeeds.counter + 1 if ZombieSpeeds.counter ~= 200 then return end ZombieSpeeds.counter = 0 local data = zombie:getModData(); if data.zombieType == nil then -- we didn't set a zombieType yet -- so lets set a zombieType local random = ZombRand(101) if random > 98 then zombie:toggleCrawling(); -- how to set, not toggle? data.zombieType = "crawler" -- elseif random > 97 then -- zombie:setForceFakeDead(true); -- not working? -- data.zombieType = "fakedead" elseif random > 95 then data.zombieType = "runner" elseif random > 60 then data.zombieType = "shambler" else data.zombieType = "walker" end -- now do something with the zombieTypes if data.zombieType == "runner" then zombie:changeSpeed(1); elseif data.zombieType == "walker" then zombie:changeSpeed(2); elseif data.zombieType == "shambler" then zombie:changeSpeed(3); end zombie:DoZombieStats() -- doesn't seem to work without applying the stats like this end end Events.OnZombieUpdate.Add(ZombieSpeeds.randomizeSpeed); RandomZombieSpeeds.zip
  21. Like
    ZombiesLoveBrainiacs reacted to Ziggylata in Sprinters dont sprint until bothered?   
    Non-aggrod sprinters should still shamble around, only sprinting for meta events or tracking sounds or spotting a player. Its a bit awkward for them to be standing still then sprint 4 feet to the left then stop sprinting again, due to their AI sort of idle walking around. I feel this would make sprinters a lot less strange to deal with, cause when a zombie just starts bolting its hard to know if they see you or if theyre sort of just moving on their own.
     
    I know sprinters arent a defined normal thing but I for one am going to be playing with sprinters a lot and this would be a great QoL change for this.
  22. Like
    ZombiesLoveBrainiacs reacted to Okamikurainya in Occupational Items on Spawn   
    It does what it says on the box, gives you a starting set of items based on what your profession is, as well as a few determined by your traits.
    Based on the now unavailable mod called "The Professionals" by @Vinyl.
    I was surprised that there wasn't a modern incarnation of the mod, so I made one. Was good practice for learning to walk through the LUA environment.

    Profession Items:
     
    Trait Items:
     
    Let me know what y'all think, if you have any suggestions and what not.
     
    Direct Download:
    OccupationalItemsOnSpawn.rar
     
    B40 Workshop Download:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1861868892
     
    B41 Workshop Download:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1908499360
  23. Like
    ZombiesLoveBrainiacs reacted to Okamikurainya in Buff the Farmer Profession for the Love of God   
    I think a buff should come in the form of an update to farming in general, with seasonal crops being a major part of it.
    Farmers, unlike other occupations, would be able to tell exactly when to plant their crops, as it would be displayed in the seed's info, anyone else would have to figure it out through trial and error as their crops either grow and flourish or wither away fast.
    They'd also have a greater effect on the crops everytime they water them and treat them for illnesses and such.
  24. Like
    ZombiesLoveBrainiacs reacted to mccree in Please disable auto jump on upper floors.   
    I fell from 3rd floor while jogging :(.
  25. Like
    ZombiesLoveBrainiacs got a reaction from Arsenal26 in [41.19] Inventory Sanity Mod (Auto-Walk & Container Switch)   
    I disabled eris minimap & started a new game, now it works just fine!
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