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Zaidah

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  1. Like
    Zaidah got a reaction from IdkWtfImDoingHelp in Thread, twine, rags and duct tape need more interoperability   
    Something you might not know is that you already have a chance to get a small amount of thread when ripping clothes (depending of your tailoring skill, if you focus on that you can get thread very often, you'll need to invest some time into it though).
     
    I agree there are some recipes that need resources that are rather scarce (as you said about spears, I would never waste some precious duct tape to put an attachement on it). A way to craft twine would be nice too (maybe by using a greater amount of thread for example ?)
     
    Maybe being able to turn thread into twine could be tied to the tailoring skill as well, I'd like that. Dunno about the duct tape (I see some 7d2d vibes here :p), I think it's rather the crafting of spears with attachement that would need a change.
  2. Like
    Zaidah got a reaction from gzeta24 in Bug when fighting zombies - B41.49   
    Zombies going through the one that just got hit is intended, kind of : it's rather a bandaid fix to avoid the other zombies getting stuck behind the one that just got hit.
     
    I also experienced the "hit from behind" animation, which happens like in the video if you move behind the zombie before the "hit from front" animation is over.
  3. Pie
    Zaidah got a reaction from Optimism in Can't hit/push zombies near big fences   
    I tried it with a spear, and it seems to work (I believe it's because this kind of weapon can hit through fences, unlike the blunt weapons I was using precedently), but in this specific situation (being near a fence) I didn't get root despite doing a stab attack (I could still move during the animation).
    Fences spear.mp4
  4. Like
    Zaidah reacted to Batsphinx in IWBUMS 41.45 released   
    NEW
     
    - Allow crowbars to be used to remove wood barricades, and use animations for it
    - Added context-menu commands for adding all fuel items, and all fuel items of a certain type, to barbecues, campfires and fireplaces.
    - The warm-hands-by-a-fire now works with fireplaces.
    - Added 'world' attachments to shotgun models.
    - Added a shit ton of new male names, female names and surnames taken from 1994 US census so every other character isn't called Marina Hodgetts. (Thanks to Jam for putting these together.)
    - The inspect-clothing command will transfer items to the player's inventory if needed.
    - Inflating vehicle tires will stop at the maximum pressure instead of always adding 5. It was annoying having to cancel the action at the right time.
    - Play the "craft" animation when adding patches to and removing patches from clothing.
    - Updated translations.
    - Display "Sleep on Ground" instead of "Sleep" in the context menu when no bed is selected.
    - The "Sleep" tooltip displays the quality of the bed which can be Bad, Average or Good.
    - Added cooler (can be worn in hands).
    - Added satchel (3 variations, can be worn on back or in hands).
    - Added briefcase spawns
    - Added pistol case.
    - Updated some textures for bags.
    - Allow the player to shove (and stomp) sooner after attacking with a weapon.
    - The crafting ui displays the the player's skill level for recipes with required skills (such as Make Trap Box).
     Required skills are displayed in red text if the player's level is below the required level.
    - Added methods Recipe.getRequiredSkillCount() and Recipe.getRequiredSkill().
     Recipe.getRequiredSkill(int index) returns a RequiredSkill object with methods getPerk() and getLevel().
     
    IMPROVED FOG SYSTEM
     
    - brand new awesome fog now added
    - added display option for new fog, can toggle between high quality, medium quality and legacy (build 40)
    - changed fog generation, now variable duration based on day mean temperature.
    - added chance of grey tinted fog effect to storms.
    - added guaranteed strong tinted fog effect to tropical storm, now very distinctive.
    - modified blizzard effects to work well with new fog.
    - added new fog control panel to debug menu.

    FITNESS
     
    - Xp gain from exercises can now be different.
    - Regularity will not drop until 24h after doing an exercise.
    - Fixed some fitness animation weirdness.
    - Remove the fitness UI when entering a car.
    - Fixed NullPointerException in Fitness.decreaseRegularity().
    - Fixed exception in Fitness.load().
    - Moved fitness to health panel (new button) instead of right click menu.
     
    BALANCE
     
    - Allow washing dirty bandages from clean-water sources such as sinks.
    - Dismantle Flashlight recipe is allowed if there is a battery in the flashlight.
    - Renamed two Jackets to Leather Jacket. They were already leather.
    - Increased antique stove weight from 20.0 to 40.0.
    - Decreased gardening spray capacity
    - Reduced size of zombies target outline by 20%.
    - Reloading a gun will look for magazine in bags and not just main inventory.
    - Toilet paper can now be used the same way as tissue (equip in main or secondary hands to reduce cough noise).
    - Toilet paper can now be used to start and fuel a fire/BBQ.
    - Slight bump in sneak skill (when in plain sight, will reduce the zed vision/footstep volume)
    - MSR700/MSR788 now doesn't require magazines.
     
    OPTIMIZATION

    - Optimized ScriptModule.getRecipe().
    - Declared SpriteRenderer.instance and SpriteRenderer.ringBuffer 'final'.
    - Avoid some string-related gc with cutaways (parsing sprite names).
    - Big optimization to cutaway rendering - moved testing of TallHoppableW, WallWTrans, TallHoppableN and WallNTrans to IsoFlagTypes since they were doing lots of string comparisons and slowing rendering down

    MODEL AND ANIM CHANGES
     
    -adjusted geometry so the gas mask works better with hats.
    -added another body location to BodyLocations.lua (MaskFull)
    -made welding mask part of the MaskFull body location
    - Changed the cough/sneeze/fidget animations (the 'ext' state) to play as a sub-state of the 'idle' state.
    -re-exported TShirt_white to not have buttoned front
     
    FIXES
     
    - Fixed the wrong animation playing when putting on baseball caps.
    - Fixed NullPointerException in IsoGridSquare.getPuddlesDir(). This happened with a fireplace.
    - Fixed some missing translation files
    - Fixed not being able to equip and unequip items while aiming.
    - Fixed zombie fence-flop crawling attacks hitting the player through closed doors.
    - Fixed recipes without required skills not working.
    - Fixed items not being taken from bags when equipping a light source.
    - Fixed equipping an item in one hand when it looked like it should be equipped two-handed when dragging an item onto the primary/secondary icons.
    - Fixed being able to climb through closed windows sometimes.
    - Fixed not being able to reload an empty magazine while aiming.
    - Fixed gunshot sounds and muzzleflash effects while sitting on the ground.
    - Fixed exception when lighting a barbecue or fireplace with gas.
    - Fixed timed actions not working while the warm-hands-by-a-fire animation is playing.
    - Fixed warm-hands-by-a-fire animation possibly continuing long after the fire goes out.
    - Fixed being able to fish at long distance with spears. (also one of the problem was if you only had a spear and open the UI, it was considered as a fishing rod!)
    - Fixed transition animation from standing to sitting on ground not playing.
    - Fixed available hotbar slots not updating when using a controller.
    - Fixed timed actions not starting while aiming in a vehicle.
    - Fixed the player getting stuck exiting a vehicle if it was done while aiming.
    - Fixed toggle aim on/off not working in vehicles.
    - Fixed the aim-assist cursor not disappearig after the player dies.
    - Fixed long lines of text extending outside the crafting and switch-vehicle-seat windows.
    - Fixed the automatic moving of items on vehicle seats not moving an item if it used all the remaining space on a seat.
    - Fixed regularity map being re-initlized if fitness instructor/fireman.
    - Fixed regularity progress bar showing incorrect values (it could never be at 100%!)
    - Fixed the info popup in the profession/traits ui not being hidden when going to the previous or next screen.
    - Fixed containers with capacity 3 or less not getting extra capacity from the Organized trait. This affected Fanny Packs.
    - Fixed corpse inventory capacity being affected by the Organized and Disorganized traits. Player inventory capacity has never been affected by these traits (only bags).
    - Fixed issues with the "Campfire Info" command after right-clicking on a campfire that is behind a wall.
    - Fixed being able to drive a vehicle forward in reverse gear.
    - Fixed being unable to look around by holding the right mouse button while in a vehicle with the window closed. This worked when holding the Aim key, but not when holding the right mouse button. 
    - Fixed "All All" not adding all charcoal to barbecues, campfires and fireplaces. It will add one unit of charcoal (30 minutes) at a time until all is used.
    - Fixed zombies moving through walls after climbing over a fence sometimes. This was easy to reproduce north of the West Point police station when fast-forwarding.
    - Fixed cough/sneeze/fidget animations playing more frequently at higher framerates.
    - Fixed context-menu cooking translations for latest version of Translatoid
    - Fixed clothing mod data being lost when reversing caps, putting hoods up/down, etc.
    - Fixed not facing doors when locking and unlocking them via the context menu.
    - Fixed not gaining only strength and not fitness exp when doing some fitness exercices.
    - Fixed being able to open multiple fitness UI.
    - Fixed double door and stick traps returning more than they took to craft.
    - Fixed sleep traits not affecting how much a char sleeps
    - Fixed not being able to disassemble large metal shelves
    - Fixed not being able to remove tiredness with restless sleeper
    - Fixed front strength not showing properly in debug climate plotter
  5. Like
    Zaidah got a reaction from MrHrulgin in [41.44] Can't swap weapons while aiming   
    The title says it all. In the previous 41 version you could swap weapon while aiming, but in 41.44 you can't do that anymore. You have to stop aiming, then press the shortcut button.
  6. Like
    Zaidah got a reaction from Nativel in [41.44] Can't swap weapons while aiming   
    The title says it all. In the previous 41 version you could swap weapon while aiming, but in 41.44 you can't do that anymore. You have to stop aiming, then press the shortcut button.
  7. Like
    Zaidah got a reaction from elislavkat in [41.44] Can't swap weapons while aiming   
    The title says it all. In the previous 41 version you could swap weapon while aiming, but in 41.44 you can't do that anymore. You have to stop aiming, then press the shortcut button.
  8. Like
    Zaidah reacted to Nativel in Exercise "Regularity"Bug 41.44   
  9. Pie
    Zaidah got a reaction from Pandorea in [41.44] Can't swap weapons while aiming   
    The title says it all. In the previous 41 version you could swap weapon while aiming, but in 41.44 you can't do that anymore. You have to stop aiming, then press the shortcut button.
  10. Pie
    Zaidah got a reaction from Pandorea in Cooking menu doesn't show igredients (Non-English)   
    It's missing is french as well. It's not supposed to be missing though, in 41.43 everything was fine, but now the ingredients name are missing in 41.44 (what I mean is that translation do exist already).
  11. Like
    Zaidah got a reaction from Tails in [41.44] Can't swap weapons while aiming   
    The title says it all. In the previous 41 version you could swap weapon while aiming, but in 41.44 you can't do that anymore. You have to stop aiming, then press the shortcut button.
  12. Like
    Zaidah got a reaction from Dax in Storm/blizzard frequency options   
    We currently have sandbox options for temperature and rain frenquency, but not yet for heavy weather. I would really love to have that option as I find it really immersive and thrilling when a storm/blizzard occurs for several days whether you're outside finding your way, or inside hearing and seeing it happen so you stay safe inside), but it rarely happens.
     
    Tell me if I'm wrong, but the way it seems to work now is that there is an odd for a storm to happen, and whether it's raining, freezing or not, it can be a storm without rain, a storm with rain or a blizzard. So, in addition to have the option to set storms to happen more often, the other sandbox settings (cold and rain) would allow us to set what kind we prefer !
  13. Like
    Zaidah reacted to Andreu in Refillable Matches & Lighters   
    Hello everyone. 

    Just i said in the title, i think that it could be cool to be able to refill the matches and the lighters the same way we already refill the medicaments or the water containers (from one box of matches half empty to another for example).
    It's possible that they already thought about it but, oh well, since i don't know what are they plans about that kind of microgame.
     
    And another thing that could be interesting would be to have cigarrete's box (i don's smoke, but i think that having them in the bag should waste them).
     
    Thank for your time and enjoy killing those zombies 
  14. Like
    Zaidah reacted to malkavian407 in Save my clothes!!!   
    When a massive rip of clothing, from a set of containers (Zombies), the character also rips clothes from his inventory, which I put aside for the future (including the marked "favorites").
    This is very annoying. You can do something about it?
  15. Like
    Zaidah got a reaction from Geras in Thread, twine, rags and duct tape need more interoperability   
    Something you might not know is that you already have a chance to get a small amount of thread when ripping clothes (depending of your tailoring skill, if you focus on that you can get thread very often, you'll need to invest some time into it though).
     
    I agree there are some recipes that need resources that are rather scarce (as you said about spears, I would never waste some precious duct tape to put an attachement on it). A way to craft twine would be nice too (maybe by using a greater amount of thread for example ?)
     
    Maybe being able to turn thread into twine could be tied to the tailoring skill as well, I'd like that. Dunno about the duct tape (I see some 7d2d vibes here :p), I think it's rather the crafting of spears with attachement that would need a change.
  16. Like
    Zaidah got a reaction from trombonaught in Thread, twine, rags and duct tape need more interoperability   
    Something you might not know is that you already have a chance to get a small amount of thread when ripping clothes (depending of your tailoring skill, if you focus on that you can get thread very often, you'll need to invest some time into it though).
     
    I agree there are some recipes that need resources that are rather scarce (as you said about spears, I would never waste some precious duct tape to put an attachement on it). A way to craft twine would be nice too (maybe by using a greater amount of thread for example ?)
     
    Maybe being able to turn thread into twine could be tied to the tailoring skill as well, I'd like that. Dunno about the duct tape (I see some 7d2d vibes here :p), I think it's rather the crafting of spears with attachement that would need a change.
  17. Like
    Zaidah reacted to MrHrulgin in Thread, twine, rags and duct tape need more interoperability   
    As of 41.43, it's really hard to make spears with weapons attached because duct tape is the only material you can use to attach a pointy thing to a stick, even though you could tie it on with rags or twine. Traps require twine, no matter how well a strip of cloth could be twisted to serve the same purpose. A mattress can't be pillows tied together with rags, taped together, or sewn with a screwdriver to punch holes and twine to hold them together, they have to be sewn together with a needle and thread.  
     
    What I'd like that would take the least overhauling of recipes and how fiber is used in game:
     
    A recipe to turn ripped sheets into thread. A recipe to turn thread into twine.  A recipe to turn ripped sheets and glue into duct tape.  
    I would want these to be very slow crafts, to offset the greater ease of access to materials. Picking good threads out of a ripped length of cloth isn't easy even when the fabric was in good condition to start with. Ditto turning thread into twine. Cloth and glue into duct tape would be fast, if we're going by realistic timeframes for crafting, but for game balance I could see it being slow as well.
  18. Like
    Zaidah got a reaction from sleepyheaddreams in 90 minutes a day   
    Hello there,
     
    I was wondering if it would be possible to have the option to set the day length to 90 minutes in the sanbox options. I know we already have a lot of options (mostly for very long day length past 2 hours), yet 1 hour is a bit short sometimes, whereas 2 hours can be too long (it's the double already). A middle ground would be great !
  19. Like
    Zaidah reacted to hilvon in Stomping on zombies and crawlers targeting priorities   
    Not sure that it counts as a bug, but it definitely does not feel like "work as intended".

    If there are both crawlers and downed zombies in your stomping reach the character prefers to target the downed zombie, allowing to crawler to take a chomp. This is annoying because crawler is definitely a bigger threat. Especially if you stand on the downed zombie not letting it get up, so the downed zombie is no threat at all, and yet it is considered a higher priority target than a crawler that can bute your groun off if your luck is bad enough.

    On a similar topick if you manage to knock down two zombies with an overlap - i.e. the lags of one are in about the same area as the head of the other one, and you try to stomp the head, it feels like the damage is prefering to go into the legs. And if you are tired and not doing high damage in the first place, the "legs zombie" often becomes a crawler rather than die, putting you into the annoying situation from above...

    So I would suggest setting the targeting priority the other way round.
    If a hit can go into a crawler and a downed zombie, it should go into the crawler.
    If a hit can go into a head of one of downed zombies and non-vital part of another downed zonbie, it should be assumed that you were trying to hit the head.
  20. Like
    Zaidah 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
     
  21. Like
    Zaidah got a reaction from malkavian407 in 90 minutes a day   
    Hello there,
     
    I was wondering if it would be possible to have the option to set the day length to 90 minutes in the sanbox options. I know we already have a lot of options (mostly for very long day length past 2 hours), yet 1 hour is a bit short sometimes, whereas 2 hours can be too long (it's the double already). A middle ground would be great !
  22. Like
    Zaidah got a reaction from Octopus in 90 minutes a day   
    Hello there,
     
    I was wondering if it would be possible to have the option to set the day length to 90 minutes in the sanbox options. I know we already have a lot of options (mostly for very long day length past 2 hours), yet 1 hour is a bit short sometimes, whereas 2 hours can be too long (it's the double already). A middle ground would be great !
  23. Pie
    Zaidah got a reaction from Pandorea in Protection bug/display for leather coats on neck   
    The protection values displayed for the neck on leather coats are either missing or incorrect.
     
    You can see on the picture that the neck ("cou") protection from the coat isn't taken into account since it's clearly bellow what it should be with only that coat (19%/48% in the protection screen, whereas the "inspect" pannel for the coat shows 26%/52%).
     
    The neck seems to be the only part of the clothe that's affected.

  24. Like
    Zaidah reacted to Komodo21 in IWBUMS 41.41 - Few Problems / Guess some Bugs   
    - Black Duffelbags are basicly Invisible on UI
    - Corpse Removal Time seems to be incorrect, tested it in a few Plays... even with Corpse Removaltime 1 hour corpses dont get removed - it somehow seems to have something to do with the Watches, Corpses that still have watches on them and all corpses near them seem to not get removed at all. Since i started to remove all the watches from corpses it got better but still way off the settings.
    - Aiming seems to be somewhat off sometimes, cant really explain it properly but in more cases than before the range of the weapon should hit the Zombie, Visualy it also does. But the game seems to calculate it as a miss (No negative Moodles Up that would decrease accuracy) - most of the time those misses that should hit result into getting scratched or bitten and its quite frustrating. (About the visual - It looks like the baseball bat goes Through the Zombie, it doesnt stop at the point it should hit. Weird to explain.
     
    I think thats all i'd Concider a bug or something alike - really good work on 41 in my opinion - its really fun to play again unlike early 41
  25. Like
    Zaidah got a reaction from Faalagorn in When consolidating threads, it says "Pouring in".   
    When you are doing the action (after you clicked on it), it's written on the item in your inventory until the action is done.
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