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trombonaught

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  1. Like
    trombonaught reacted to ZombieHunter in Why infection is bad for gameplay + suggestion for new gamemode   
    You can disable infection in sandbox settings if you want to
  2. Like
    trombonaught reacted to knightshousegames in More Candles   
    Well yeah, for sure, but nowadays you can just get rechargable LED lanterns that are twice as bright and last longer per charge, though I know even now you can find one or two random ones in the back at a Walmart or something in the camping section, but I haven't seen someone actually use one since I was a kid, probably around real life 1993
     
    Back then with old school bulb and alkaline battery technology, those kerosene lanterns were your best bet for portable area lighting at least though.
     
    Yeah, now that I think about it though, most of the people I know have candles out on their coffee tables and such, it's a little weird not to see them more in game, especially back then
  3. Spiffo
    trombonaught reacted to getstoopid in More Candles   
    I think there should be a higher chance to find a candle, I nearly never do. IRL I do not know many households that have no candles at all? At least a pack of tea lights you'll find for sure.
  4. Like
    trombonaught reacted to Hugo Qwerty in B41.78.1 Zombie hearing "anomaly"   
    Fixed in 41.78.3 (just in case you'd not seen it).
     
     
  5. Spiffo
    trombonaught reacted to nasKo in 41.78 UNSTABLE Released   
    Hotfix 41.78.14 - December 5th:
     
    - Fixed being able to still add a split-screen player when AllowCoop is disabled.
    - Fixed seeing through walls sometimes after loading into a game.
    - Fixed an error in ISZoneDisplay:getZoneTooltipText.
     
    ____________
     
     Hotfix 41.78.13 - November 29th:

    - Added AllowCoop server option to allow or disallow splitscreen clients.
    - Added MaxTextureSize (default 256) and MaxVehicleTextureSize (default 512) options to the Display options menu. Each of these can be 256, 512, 1024 or 2048.
     
    - Fixed the propane required for the metal wall upgrade system so that you are capable of making a Mk II metal wall without having to upgrade first.
    - Fixed sleeping pills not being taken in account with the panic sleep exploit fix.
    - Fixed some vehicle textures (such as for wheels) being limited to 256x256 instead of 512x512.
    - Fixed reading ServerList.txt and ServerListSteam.txt with the default system encoding instead of UTF-8.
    - Fixed being unable to slice or smash a rotten watermelon.
    - Fixed an error in the farming menu that limited squares watered after the first to 50 water units maximum instead of 100.
    - Fixed /additem command exception when run from the server console.
    - Fixed redundant console output from ISInventoryPaneContextMenu.lua
    - Fixed distant remote players not being displayed on the in-game map.
     
    ____________
     
     Hotfix 41.78.10 - November 21st:
     
    - Fixed being able to purify Watering Cans in a Microwave or Oven.
    - Fixed being able to turn Cooked Eggs back into Uncooked Eggs.
    - Fixed Pizzas having the hasMetal tag.
    - Fixed error in SliceCooked test.
    - Fixed distant players not appearing on the in-game map when the server option allows it.
    - Fixed Male_Undies not having the "OBSOLETE = TRUE" parameter. Also removed them from the foraging pool.
     
    ____________
     
     Hotfix 41.78.9 - November 17th:
     
    - Several tweaks to clothing masks.
     
    - Updated the Clean Tray recipe so it works with trays of Biscuit Dough, and also so that it works with rotten and cooked ingredients, so players can always recover a tray from rotten trays of food.
     
    - Fixed "Pour on Ground" Shortbread Cookies recipe, replaced it with a recipe to Empty Baking Trays.
    - Fixed possible Lua error with setUseSteamRelay(nil) calls in the server browser.
    - Fixed being unable to slice Cakes or Pies.
    - Fixed being unable to put evolved recipe Rice and Pasta into Bowls.
     
    ____________

    Hotfix 41.78.8 - November 16th:

    - Propane Torch usage rebalanced for Fixing and Repair scripts to accommodate the change in capacity; all reduced to 2.
    - Added "AllowRottenItem:true" parameter to the recipes to Empty Frying Pans; Griddle Pans; and Roasting Pans. This will allow players to reclaim said pans when they let Stir Fries and Omelettes get rotten.
    - Recipes such as the Mildew Spray Cure, and Emptying Sacks of produce now have the field "AllowRottenItem:true" which allows rotten items to be used in that recipe.
    - Fixed the Make Mildew Cure recipe not allowing both regular and Canned Milk; as players were unable to make this cure after all of the normal Milk has gone rotten.
    - Fixed being unable to use Rotten Milk to make the Mildew Spray Cure.
     
    - Commented out the "Make Pot of Soup" recipes; they're obsolete given the evolved recipe system which handles this matter better.
    - Fixed being unable to use Canned Soup to make evolved recipe soup.
    - Changed the display name of "Canned Soup" to "Canned Vegetable Soup".
        Note: To make Pots of Soup with Opened Cans of Soup you must now add them to a pot of water, as an evolved recipe soup. This fixes the Super Soup exploit and will allow players to also add additional ingredients to the Soup. The other way of making Pots of Soup was an obsolete and in many ways incompatible method from before the evolved recipe system.
     
    - Added missing SetMelee Delay on Pistol Whip animation.
    - Fixed Hoodie and Vest masks to work properly with base mesh.
    - Fixed JokeKnife, JokeArrow, BunnyEars, FurryEars, Antlers and GodStar Headbopper to work with all hairstyles.
     
    - Fixed moodle and heart wiggle-speed, now reduced by half.
    - Fixed an issue with forageSystem.lua not accounting for the new loot rarity settings.
    - Fixed the veteran having some duplicate clothing selection options.
    - Fixed in-game map road that was made curved in cell 35,31.
    - Fixed print() statement from JoyPadSetup.lua that resulted in unnecessary messages in the console log.
    - Fixed source files not being loaded in the Lua debugger on Linux.
    - Fixed mod Lua files not being loaded in the Lua debugger.
     
    ____________
     
     
    Hotfix 41.78.7 - November 9th:
     
    - DB Viewer userlog will now have the value in the amount field increased for repeated counts of suspicious activity.
    - znet is rebuilt for MacOS 10.12.6
    - Fixed in-game map position of a shed in cell 35,32.
    - Fixed Lacerations and Stitches not becoming infected. Cover stitches with alcohol soaked bandages to avoid them from getting infected.
     
    ____________
     
    Hotfix 41.78.6 - November 8th:

    - Multiplayer clients will now retry the GettingServerInfo request 3 times.
    - Fixed Encoding of Radio and TV content for Chinese languages.
    - Fixed lightbulb lifespan sandbox value error.
     
    ____________
     
    41.78.5 - November 7th:
    - Adjusted Type 3 and 5 Anticheat to reduce false-positives.
    - Fixed zombie Pinpoint hearing not working as intended.
    - Fixed not being able to empty rotten sacks of produce.
    - Fixed infinite Propane Torch glitch when disassembling items.
     
    ____________
     
    41.78.4 - November 4th:

    - Added a display option to enable the new outline around highlighted containers.
    - Changed ISCloseVehicleDoor to play the door closing sound when the action is completed instead of its start. This is to provide better feedback for players in cases where they have unwittingly cancelled this action.

    - Increased the spawnrate of Thread and added the chance of Sewing Kits to spawn in gloveboxes.

    - Adjusted duration of the stationary Pistol Whip animation, it's now the same length as the shove animation.

    - Added Checksum logging for MP servers, enabled by default for now.
    - NetChecksum logs are extended:
    Client dumps logs into checksum.txt.
    Client sends logs to server.
    Server dumps logs into checksum.txt.
    Server dumps client's logs into checksum-.txt.

    - When sorting the relative paths of scripts and Lua files to determine load order, the relative paths are first converted to lowercase. This is to fix platform differences breaking checksums in multiplayer. It also fixes the issue where the same file might be loaded more than once if mods use different capitalization for the same file or folder.

    - When the Sound.WorldSound.Render debug option is enabled, world sounds are rendered according to the Hearing sandbox option.
    For Hearing=Random (where each zombie may have a different radius) sounds are rendered using the Hearing=Normal radius.
    This does not mean that their hearing radius is not randomized, it only means that a world sound radius cannot be rendered on a per zombie basis in debug mode.
    For Hearing=Pinpoint/Normal/Poor, meta-zombie hearing radius is rendered accordingly.

    - Commented out the GunLight and Bayonnet entries in the foraging definitions; they're currently non-functional and confuse players, and were commented out of the loot spawn tables.

    - Exposed the MediaData.MediaLineData class.

    - Fixed players being unable to fire guns from inside vehicles under some circumstances.
    - Fixed firearm damage being affected by the distance to the target.
    - Fixed the infinite timed-action progress bar being displayed for actions that set useProgressBar=false.
    - Fixed recently introduced bug that caused sounds to attract zombies from too far away.
    - Fixed WorldSoundManager.getSoundAttract() not using IsoZombie.hearing.
    - Fixed masking problems with Hoodie and Poncho being worn together.
    - Fixed transparency issue with trouser texture.
    - Fixed the rate of moodle and the heart (health panel) icon wiggling not handling ui offscreen rendering and uncapped framerate.
     
    ____________
     
    Hotfix 41.78.3 - October 26th:
     
    - Further reduced the chance of zombies to injure the groin.
    - Changed back container max capacity display to the adjusted value when Organized/Disorganized traits are used. The previous change ended up being more confusing than what it was aiming to fix.
    - Added logging of player injuries caused by zombies to the console when in debug mode.
    - FileDifferent, FileNotOnServer, and FileNotOnClient errors will now display the absolute paths of both files. This should make it clearer that a mod might just have been using the wrong capitalization for a folder.

    - Fixed incorrect pathing for masks on some clothing items which should fix clipping issues.
    - Fixed spamming the 'manual floor attack' and 'shove' keys while aiming resulting in firing empty firearms and shoving distant zombies.
    - Fixed not-crawler zombies sometimes injuring the feet or legs.
    - Fixed assorted errors in food items' EvolvedRecipe parameters.
    - Fixed error with randomized zombie senses.
    - Fixed the Disable Bleach Poisoning setting in multiplayer causing issues when adding food to Evolved Recipes.
    - Fixed sawing off a Double Barrel Shotgun not changing its weight.
    - Fixed not being able to host locally with a nonsteam server.
    - Fixed zombie hearing radius being too large.
    - Fixed being unable to rip Varsity Jackets.
    - Fixed ripping all clothing unintentionally ripping clothing worn by the player.

    ____________


    NEW
    - Added a prompt for the updated Terms of Service as we are a big boy game now and have to fit in with the other biggerer boys.
     
    - Added sandbox option to disable Fake Dead Reanimation. Disabled Fake deads in MP by default.
    - Added more control over fake dead behaviour to the sandbox options; having zombies that were "killed" having a chance to become fake dead is an option that is off by default.
    - Added sandbox option that allows Corpse Maggot spawning to be disabled or limited to corpse inventory.
    - Added sandbox option that allows poisoning food to be disabled, or for poisoning food with bleach to be disabled.
    - Added sandbox option to disable the Tainted Water Tooltip/Warning for hardcore play
    - Added sandbox option for enabling/disabling XP multipliers affecting passive skills, which is false by default.
    - Added sandbox option that prevents survivor vehicles from spawning.
    - Added sandbox option "Light Bulb Lifespan". This does not affect Light Bulbs in vehicles, only in light fixture tiles.
     
    - Added "Randomize" options to Zombie sandbox options for Memory, Sight, and Hearing.
    - Added loot rarity settings "Incredibly Rare" and "None", as well as a "Super Low" option for Fuel Pump content.
     
    - Items from table stories/randomized stories/etc will still spawn when loot rarity is set to none.
     
    - Renamed Item "Weight" to "Encumbrance" in the UI and context menu.
     
    - Added an Accessibility Option that makes the player character automatically walk to a click container within a short radius of 3 tiles.
    - Added the ability to set custom "Good" and "Bad" highlighting colours in the Accessibility Options menu. This is applied to things like traits, tooltips, and the aiming outline.
    - Added an option to bind "Walk To" to a key instead of having to go through the RMB menu.
    - Added highlighting to clicked Crates so it's easier to tell which crate is selected.
    - Added a Context Menu entry that enables/disables Auto-Drink.
    - Tiles that are being disassembled will now be highlighted in the "bad colour", red being the default.
     
    - Resolutions higher than 1440p will have their zoom levels adjusted to allow closer zoom-in, bringing it more in line with lower resolutions.
     
    - Disabled some Randomized Survivor Safehouses from occurring in instances where a building has over 10 rooms, or is a spawn location. The limit is 10 for some and 20 for other Randomized Survivor Safehouses.
        This also means the Toilet Paper story is now disabled in buildings that have over 10 rooms or are spawn locations, which will likely reduce the amount of Reddit posts about it by 50%.
    - Added a check to prevent any of the randomized burnt building stories from occurring if the building is a spawn location.
     
    - Added "HasMetal" tag for items. This tag was added to food and water items in metal containers, which will now set microwaves on fire when microwaved.
     
    - Adjusted the mechanics UI so that both the Battery Charge and Condition are included in the Battery entry in the list of parts.
    - Modified the vehicle mechanics UI to prominently feature the % of a full tank of gas it has, in addition to the battery charge.
     
    - Added a few more existing clothing options to the character creation.
    - Added the ability to destroy only one wall when selecting corner walls.
    - Replaced the bucket world static model textures with metal icons and textures and not plastic ones, as buckets are now metal and not plastic.
    - Updated the BucketEmpty and BucketWaterFull scripts with tooltips and IsCookable to reflect that they are now metal and not plastic.
    - Changed the icon of the Watering Can With Water to match the Empty Water Can and the Watering Can models.
    - Added a stale tooltip for perishable food to display, when appropriate, that such food is neither fresh nor rotten.
    - Added tooltip to Club Hammers and Mallets explaining that they are unsuitable for driving nails.
    - Flatpack model is applied to movable items that use the Flatpack icon.
    - Made more food items capable of being added to tacos and burritos.
    - Bell Pepper can now be added to Stews.
     
    - Added a check so cooked eggs cannot be used for inappropriate non-evolved recipes.
    - Removed the requirement for hot water to make a bowl of oats.
    - Changed the Violet FoodType to NoExplicit.
     
    - Trash tiles (Movable items) and Plastic Bags can now be used as tinder and fuel for fires.
    - Changed the Sawed-off Shotgun recipes to only use the hacksaw, and not the garden saw; a wood saw would be unable to cut through the metal barrel of a shotgun.
    - Added the Meat Cleaver to the Slice Onions recipe. Removed it from the Jack-o'-lantern recipe.
     
    - Changed the Cigarettes script to prioritize using Matches before a Lighter if both are in the same inventory.
    - Added a new Doctor's bag and military duffel bag.
    - Renamed "Hemophobic" trait to "Fear of Blood".
    - Vehicle Spawn Chance rate can now be a float value instead of just an int.
    - Added a check to prevent items that "weigh" over 50 units from being put in vehicle seats.
        This is an ongoing issue with bags/containers that are modded over capacity, which get stuck once placed in vehicle seats when the bag + contents have an Encumbrance of >50.
     
    - Changed translation strings to make bottle names more consistent.
    - Changed IGUI_HouseKey from "House Key" to "Key" to avoid issues with non-residential keys.
     
    - Removed the numeric information tooltip provided when selecting eat all/half/quarter food item context options.
    - Commented out the tool definitions in ClothingRecipesDefinitions as they currently are nonfunctional and serve no purpose aside from confusing modders.
     
    - Commented out the WoodenLance in the safehouse weapons distro lists; that item is redundant vs SpearCrafted, and also doesn't work with spear recipes. SpearCrafted already spawns with safehouse weapons.
    - Replaced AmmoStraps in the safehouse armor distro list with AmmoStraps_Bullets and AmmoStraps_Shells.
    - Changed the display name translation string for the wearable AmmoStraps items to Bandolier on account of consistent confusion with the weapon attachment that is also called Ammo Straps.
    - Changed the display name translation string for firearm magazines to use the firearm it is for, and not the caliber, as the prefix. Solves having two .308 Magazines, for both the MSR788 and the M14, and also that's how they're named in real life.
    - Added a tooltip to firearm magazines that displays the ammunition type that it accepts.
     
    - Added missing models for Candy Corn, Candied Fruit Slices, Hot Sauce, Fountain Cups, JuJubes, Nettles, Shrimp Dumplings, Poached Eggs, Scrambled Eggs, Packaged Corn, Pickled Ginger, Sugar Cookies, Fish Sushi, Radio Receivers,Radio Transmitters, Gummy Bears, Gummy Worms, and Tent Kits.
     

    MULTIPLAYER
    - Added server option "KnockedDownAllowed" to enable/disable the PVP knockdown.
        This is a stopgap change to give servers an option to make PVP combat less frustrating before we can address PVP combat more directly in the future.  
     
    - Added auto-completion for player nicknames when pressing TAB while typing in the Chatbox.
    - Added RCON command "checkModsNeedUpdate" to check for mods that need to be updated.
    - Allow other non-admin permission levels to delete items in inventory/containers.
     
    - Fixed the multiplayer "whisper" command corrupting the Lua environment due to multithreading.
    - Fixed being unable to claim a safehouse unless standing on the ground floor.
    - Fixed not checking upper floors for other players or zombies when claiming a safehouse.
    - Fixed an exception on the server when food rots into a new item in a container that isn't in the world any longer.
    - Fixed new stubble getting added to remote players after each appearance change.
    - Fixed text annotations not appearing on annotated maps in multiplayer.
    - Fixed Endurance sync in the Admin Health Tool.
    - Fixed a bug that didn't display mods in the mod list of a server in the ESC menu.
    - Fixed admins being unable to remove car hoods while inside the vehicle.
    - Fixed players being unable to interact with Radios they placed themselves.
    - Fixed a safehouse owner always respawning in their safehouse when the option to do so is unchecked.
     

    BALANCE
    - Modified the M16 & M14 critical values to be more consistent with other rifles.
        - M16 CriticalChance changed from 30 to 25.
                - Added CritDmgMultiplier 10
                - Added AimingPerkCritModifier 12
        - M14 CriticalChance changed from 0 to 30.
                - Added CritDmgMultiplier 10
                - AimingPerkCritModifier 15
    - Disabled the cumulative slowdown until the next shot when firing the M16 in automatic mode. Firing the M16 in automatic mode will cumulatively reduce the chance of a critical with each additional shot. This is intended to represent the loss in accuracy due to recoil.
    - Set some traits to be mutually exclusive to remove exploits or illogical combinations.
     
    - Hot-Wiring a vehicle will have a low chance of causing a car alarm. The chance for this is decreased further for higher electronics skill levels.
    - Zombies pushing up against a previously unentered stationary vehicle have a chance to set off an alarm.
    - Removed the undesired RNG check that made vehicle alarms go off only 20% of the time.
    - Fixed car hoods being unable to trigger vehicle alarms.
     
    - Disabled being able to make melee attacks while inside a vehicle with the window rolled down.
     
    - Randomized the fall damage that zombies take. This randomized spread will average out to the previous damage before it was randomized; this will have a minor impact (hohoho) on the damage that zombies that fall suffer, but slightly more of them will be able to be killed by this than before.
    - Made it so groin injuries from not-crawler zombies are less common, and that crawlers can also inflict uncommon groin injuries.
     
    - Increased the yield of metal parts when scrapping wrecked vehicles by 33%.
    - Added a new procedural container, "CratePropane", to garages and shed.
    - Increased the spawn rates for Propane Tanks in the distributions.
     
    - Trailer capacity now reduces slightly when damaged, as there was no point in repairing them before.
    - Changed Bowling Ball Bag capacity from 2 to 8.
    - Increase number of Plaster uses to 10, same as Paint.
    - Allow plastic bags and money to be used as tinder
     
    - Adjusted the capacities of pistol and revolver cases from 7 down to 4.
    - Adjusted Encumbrance of the sturdy stick item to 1 to be more consistent with other items.
    - Adjusted Encumbrance of fire extinguishers to 2, to be consistent with other items.
    - Decreased Encumbrance of Walkie-Talkies.
    - Adjusted Encumbrance of the TreeBranch item to match that of a crafted spear, to 1.7 from 1;
        The Encumbrance discrepancy has been remarked upon repeatedly, and this also serves in making item Encumbrance more consistent.
    - Adjusted the amount of fuel that spawns in fuel pumps at Low and Very Low.
     
    - Updated the nutritional value for Canned Evaporated Milk. Calories 472; Carbs, Lipids, and Proteins at 23.6
    - Changed the days until rotten for Bagels from 2 to 6.
    - Gave the Stir Fry and roast script items a default hunger value of 10. This was previously reported as a bug when players spawned the item in instead of making it via the evolved recipe.
     
    - Maggots are slightly more poisonous.
    - Fewer maggots spawn, especially in spring and fall (maggots don't spawn during winter).
    - Maggots are now a default item in the world item removal lists. Added a comment for the world item removal lists explaining that Base.Maggots should stay in the list due to corpse maggots.
    - Additional safeguard to prevent errors when using mods that remove maggots altogether.
     

    DEBUG / MODDING
    - Added a search bar to the LootZed cheat panel.
    - Added vehicle distributions to LootZed.
    - Improved inventory check-in Check Stats panel.
     
    - Right-clicking on a fuel pump in debug mode will display the amount of fuel in the pump in the right-click context menu.
     
    - Added isStartValid function check for BaseTimedAction. Allows checking if an action is valid before the action starts.
    - Added saving ModData from IsoGameCharacter to IsoDeadBody and from IsoDeadBody to IsoZombie.
    - Added "OnPlayerGetDamage" event.
    - Added event "OnWeaponHitThumpable" (Args: character, weapon, object)
    - Added a trigger for the OnFillContainer Event when vehicle part containers are filled.
    - Added the tag "CarBattery" which can be used with mod item car batteries so they can be charged with the vanilla car battery charger.
    - Added the event "OnThrowableExplode", which transmits the IsoTrap and IsoSquare when one detonates.
    - Added a toggle option in the vehicle debug context menu that will show if a vehicle's alarm is enabled or disabled.
    - Changed Fast Move cheat in debug. Players can now levitate on different height levels via the PageUP/PageDown keys, and move around via the Arrow Keys on the different height levels.
    - Made ImageScale, SeatOffsetY and SeatOffsetX global and not local in ISVehicleSeatUI.
    - "Missing translation", "ignoring invalid ItemPicker item type", and "VEHICLE MISSING CONT DISTRIBUTION" console messages will now only appear when using debug mode.
     
    - Fixed characters in godmode still changing body weight.
    - Fixed instances of the Cheat Menu not working after a player died.
    - Fixed removing bodies via Horde manager not working in SP.
    - Fixed being stuck in a vehicle after trying to uninstall/install a car part through the Mechanics Cheat, when a character was inside the vehicle.
    - Fixed bug with health panel: Fully healing a body part now also removes its muscle fatigue.
    - Fixed mod texture packs being loaded before Core.TileScale was set based on the double-sized-textures option. This would result in 2x texture packs being loaded instead of 1x texture packs.
    - Fixed issues with the Tile picker:
        - Fixed being unable to lock Doors placed via Tile Picker.
        - Fixed Tree Tile issues.
        - Fixed electronic tiles (TV, radio, generators, etc).
        - Fixed Garage Doors.
        - Fixed Street Light tiles.
        - Fixed Search Bar issues.
        - Fixed Light Switches.
        - Fixed not showing all tiles.
        - Fixed Fireplace objects.
        - Fixed Wells and Lights.
     

    FIXES
    - Fixed only being able to add Maple syrup to "PancakesRecipe" and not to "PancakesCraft" or "Pancakes".
    - Fixed not being able to make 2 or 4 bowls of Rice or Pasta with a Saucepan anymore.
    - Fixed lipstick not being appliable when player had Foundation Makeup in inventory
    - Fixed Make-Up not being appliable when in a car.
    - Fixes and changes to item categories.
    - Fixed destroying a wall with a Lightswitch on it not destroying the Lightswitch too.
    - Fixed making 2/4 bowls from a Saucepan returning a Cooking Pot.
    - Fixed putting a hat on a Mohawk resetting hair growth timer.
    - Fixed not being able to make a Molotov with an Empty Beer bottle.
    - Fixed repeatedly building/disassembling some carpentry objects increasing the number of Planks sometimes.
    - Fixed Sand/Gravel Bag wall behaviour when built at an angle.
    - Fixed selected part of a garment in the "Inspect" UI being too faint.
    - Fixed Shirts and other clothing items getting auto-removed from the world.
    - Fixed unnecessary extra Muffin recipe. United the two existing Muffin recipes into one.
    - Fixed being able to make Cake Batter using rotten ingredients below level 7.
    - Fixed unused Zombie Decomposition sandbox option still being listed.
    - Fixed NullPointerException in bThump animation variable when the object isn't loaded.
    - Fixed being unable to click on open doors in an adjacent room.
    - Fixed the starting house in "A Really CDDAy" challenge sometimes not being on fire.
    - Fixed possible Lua error in MOBarricade.lua when a barricade sprite is on the east or south edge of a chunk.
    - Fixed minor issues in ISZoneDisplay UI and text colours.
    - Fixed Foraging icons rerolling when a search focus was selected.
    - Fixed ISSearchManager check for valid zoneData when loading icons.
    - Fixed not being able to rip Jeans/Leather Jackets when they're on the ground instead of the player inventory.
    - Fixed disassembly of Favourited items.
    - Fixed randomized crashed cars not having the correct car keys spawned for them.
    - Fixed Mouse Trap related collision.
    - Fixed sound issue when pressing W and S at the same time.
    - Fixed sound issue when switching Seats while Cruise Control was enabled.
    - Fixed Refill tool not updating the container visually.
    - Fixed incorrectly named recipe for making Wooden Box Traps.
    - Fixed several tile and cutaway issues.
    - Fixed Lighters draining completely when used with a Molotov.
        When a Lighter is equipped it will no longer automatically become lit, instead it will do so only if activated using the flashlight keybind or radial menu, or using the inventory context menu option to activate them.
    - Fixed evolved recipe error in scripts for Lemons and Lime.
    - Fixed Machetes not losing condition when used to craft spears from branches/planks.
    - Fixed Empty Beer Bottle using the wrong icons.
    - Fixed the space before commas in evolved recipe item names.
    - Fixed missing recipe for Opening Canned Fruit Beverage.
    - Changed "Canned Condensed Milk" to "Canned Evaporated Milk" because people are really passionate about milk in can lore.
    - Fixed melted ice cream not rotting.
    - Fixed house keys spawning with a long string of numbers in their display name.
    - Fixed climb sheet rope speed.
    - Fixed water collision bug when placing Stairs on water.
    - Fixed missing textures for Flatpack model.
    - Fixed ISInventoryPaneContextMenu.doEvorecipeMenu error.
    - Fixed the on-screen keyboard returning asterisks instead of the actual text when entering passwords.
    - Fixed microwaves not stopping the StoveTimer sound when turned off.
    - Fixed missing context menu translation string for "Item Water Capacity".
    - Fixed missing movables translation strings for Oak Bars.
    - Fixed missing translation string for foodtype cocoa.
    - Fixed wrong tooltip for Onion Slices.
    - Fixed pies and cakes being able to be sliced when uncooked.
    - Fixed frozen ice cream cones causing boredom and unhappiness; added the "GoodFrozen" tag for such items that should still be enjoyable when frozen.
    - Fixed characters not limping when they had their groin bitten.
    - Fixed being able to fill a square over its capacity by using the Place Item interface.
    - Fixed cooking rotten eggs producing fresh boiled eggs; now if food is rotten and has a "replace on cooked" value, it will not be replaced but will still be cooked, i.e. you will get a cooked rotten egg when you cook a rotten egg.                                             
    - Fixed Propane Torch not being used for disassembling objects.                                          
    - Fixed Walking and sprinting not burning more calories than standing still.
    - Fixed NullPointerExeption when throwing a bomb from above ground level with a controller.
    - Fixed not being able to pick items that were dropped to a removed seat slot.
    - Fixed being stuck on a seat when trying to change seat twice in different places.
    - Fixed being able to do Fitness during sleep and while sitting in a car.
    - Fixed the eternal fire after destroying a lit campfire with a sledgehammer.
    - Fixed Map objects disappearing when a player aims at a stealthing player.
    - Fixed bug with item icons in halo text when foraging.
    - Fixed a bug with locking/unlocking doors inside buildings.
    - Fixed different values between standard and evolved recipes for Soup.
    - Fixed an issue where the interaction between the two different separate zombie population sandbox settings was inconsistent between singleplayer and multiplayer sandbox setting interfaces.
    - Fixed equipping "Bandana (face)" placing the bandana on the head.
    - Fixed not being able to get a key ring. Some zombies will now have their house or vehicle key in a key ring, and key rings can also sometimes be found in store displays with watches.
    - Fixed that it was impossible for a randomized name to be "Pat Bren".
    - Fixed adding poisonous berries or mushrooms to an evolved recipe did not make the product poisonous.
    - Fixed missing icon for Scrambled Eggs.
    - Fixed currently nonfunctional bayonet and gunlight items not being commented out in the distribution files.
    - Fixed missing models/textures for Fountain Cups, Recipe Pizza and Recipe Bread.
    - Fixed missing "Obsolete" parameter to BakingTrayBread as it's an unused test item without a model.
    - Fixed missing checks to prevent buildings with inappropriate randomized dead survivor stories from being alarmed.
    - Fixed being able to use the place item option to place infinite items in a floor square.
    - Fixed cut and paste error in the unused function HandWeapon.getToHitMod.
    - Fixed an exploit where players, especially ones with desensitized, were able to sleep immediately after breaking LOS with zombies.
    - Fixed a couple of inconsistencies between the default MP settings and the Apocalypse setting on account of the loot setting changes.
    - Fixed CannedMilk not having the parameter CannedFood = TRUE.
    - Fixed only pouring 50 units when selecting the option to put 100 units of water into a farming plot.
    - Fixed an issue with the vehicle alarm debug tool, BaseVehicle.setAlarmed also needed to set previouslyEntered to false for the vehicle when enabling an alarm.
    - Fixed car horns continuing when switching seats while honking.
    - Fixed being able to hold down keys while AFKing to grind nimble; now a check is made to ensure that the character has actually moved before awarding XP.
    - Fixed error with broken glass script name in distro files.
    - Fixed hazmat suit missing blood locations.
    - Fixed being able to put uncooked bacon into tacos and burritos.
    - Fixed Pink Hair Dye not being in the distribution lists.
    - Fixed not being able to put Black Beans into a salad.
    - Fixed Strength XP levels causing slower Sheet Rope climbing at certain levels, especially at level 10.
    - Fixed bugged interaction with building metal objects and the Propane Torch.
    - Fixed not being able to disassemble car wrecks due to a missing Propane Torch, even though it was in inventory. This needs Balance feedback since the usage per Torch was also changed.
    - Fixed interaction when pressing shift+e near passenger seat to move to the drivers seat.
    - Fixed ISBuryCorpse action validity check.
    - Fixed using a firearm to repair another firearm evaporating the ammo, magazine, and attachments of the first weapon. The items will now be placed in the player's inventory.
    - Fixed being unable to read in a car when the engine was running.
    - Fixed zombies spawning inside buildings when the zombie populations is set to 0.
    - Fixed missing world static model for Bag_ShotgunDblSawnoffBag.
    - Fixed search window tooltips still appearing on hover when the world map is open.
    - Fixed player able to walk away while equipping items to scrap or destroy an object to perform the actions from afar.
    - Fixed dismantling floors with the character on top by moving character to an adjacent square where possible.
    - Fixed disassembly context menu issue: added highlighting of target object in world and object texture in disassembly tooltips
    - Fixed reflective and shooting glasses having reversed icons.
    - Fixed some events of ZomboidSoundMP.bank not playing for remote clients. This is to potentially fix sounds cutting out when several players are together.
  6. Like
    trombonaught reacted to nasKo in 41.77 Released   
    41.77.9 Hotfix October 20th:
    - Added checks for a null VehicleScript to IsoPlayer.getNearVehicle() and IsoZombie.getNearVehicle().
     
  7. Spiffo
    trombonaught reacted to Pandorea in Default Admin Powers   
    This a very frequently asked for feature. The team are looking into making it a reality
  8. Spiffo
    trombonaught reacted to CaptKaspar in Default Admin Powers   
    Could we have the default admin powers not have "god mode", invisibility, etc on when toggling on admin. 
     
    When hosting our server I often play as a character but whenever I have to do some admin duties and I turn admin on I am automatically healed of any injuries I have, my weight is reset to 80, and my character becomes invisible to the other players before I toggle those powers off. I do not know a way around this. 
     
    This has multiple times fixed issues with my character has and it breaks immersion. I would like to keep injuries, weight issues, etc that my character has accumulated while playing if I have to do some admin duties. It's simple enough to turn those powers on once turning on admin if those powers are wanted/needed. 
  9. Spiffo
    trombonaught reacted to GKuba in FPS Drop in zone after I kill Z multiple times to clear   
    Hello, this is indeed caused by blood decals (and ash decals if you burn zombies). I've reported this issue before here. The problem is that blood and ash leftover after killing zombies never go away and as you kill more zombies in the same area those decals pile up and cause framerate drop. Currently the workaround is as Hugo stated to turn down blood decals in the settings... or grab an entire trunk of bleach and a broom and do some cleaning :D.
    This could be fixed in a future update by having blood and ash wash away with rain.
  10. Like
    trombonaught reacted to Shakesbeere in 41.77 Released   
    Customizable Zombies is on hiatus and wont be updated I believe, Random Zombies is an alternative with the same functionality that you might want to take a look at!
  11. Like
    trombonaught reacted to duh7 in Glasses are important - An overhaul suggestion by a short sighted person.   
    There are type of glasses called prescrybed that is nullifing short sighned debuff.
  12. Spiffo
    trombonaught reacted to GG Cannon in Glasses are important - An overhaul suggestion by a short sighted person.   
    I'm kind of surprised by how short sighted is considered a "free trait point" currently when the need of glasses can be such a huge issue IRL.
    As such, I thought up a few suggestions that not only would make the short sighted a much more meaningful negative trait that could even be increased to +6 trait points or even +8 but are a lot more interesting in game and make it something that is actually a huge choice to make.
     
     
    1- Your screen should literally blur if your character is without glasses with the exception of things within a certain range of your character getting gradually worse the farther from your character it is. Very similar to how the "fog" works outside, but near the character it should barely be noticeable while it should get stronger the farther from your character it is until things are indistinguishable from a certain distance.
     
    This means that your character wearing the glasses on their face is extremely important since without it, you as a player won't be able to see things far from your character as well as if there was a permanent fog in the game.

    Also it should give CRAZY negative accuracy that gets worse with the distance your character is from the target.
    This means that without glasses, you won't be able to hit enemies with a gun that are far from you AT ALL.

    Even though you can start with glasses (which is very important that you do), there are many situations in the game that make the character drop the glasses, like tripping or being brought to the ground by a zombie that caught your foot and so on. More to come with the NPCs update for sure.
     
    This also mean that you don't get to wear facemasks to protect you or full head helmets that cover your face or any sort of mask that also takes up your eyes.
    In runs that have the zombie virus be airborne, this means no wearing gas masks or any seriously protective masks.
     
    2- Glasses should have a hidden "durability" that shrinks as they fall to the ground or whenever they are stepped on while on the ground.
    This is huge because you never know when your glasses will break, which means you need to get spares from zombies.
    I won't even get on the matter of prescriptions not to make this overly complicated, lets just say everyone magically has the same prescription, but if your glass breaks because a zombie tripped you and stepped on your glasses and you don't have a spare, you are very screwed.
     
    3- Being without glasses should give stress by the hour, since it is extremely stressful to not be able to see things properly.
    It should also give a permanent first level of panic if without glasses outside since you can't properly see if there are zombies in the distance that can already see you.
    Similarly, it should reduce the boredom reduction effect of televisions if you are without glasses since you can't perfectly see the TV unless you are very close to it.
     
     
    With all this, short sighted would still be a pretty good negative trait to get, since you can just start with the glasses to counter its effects from character creation, but it would be a serious negative trait that properly portrays the effects of being short sighted and how important glasses are to you, being the difference of life and death in a world that not seeing things can quite literally get you killed.
     
    As someone that needs to use glasses every day or else I can't even properly see my computer screen while sitting on my chair I can tell you that being without glasses in a zombie apocalypse would be a death sentence and the game should properly portray that.
  13. Spiffo
    trombonaught reacted to nasKo in Upstairs Downstairs   
    Now then, survivors. Let’s do the thing.
     
    NEXT
    This week we released version 41.77 into our Unstable beta. This is primarily aimed at fixing the Linux crashes that have been plaguing server hosts, and so far seems to be a mission success in that regard.
     
    It also improves client to server connections by preferring a direct connection to the server. Servers now have two ports for clients to connect to, configurable through the server options. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection.
     
    We’ve had a successful wider test of 41.77 with more than 30 people on a server without any crashes, and we’ve tested a modded setup afterwards as well.
     
    Upon release there were servers running mods with 41.77 just fine, but unfortunately it seemed that some mod setup constellations caused conflicts that resulted in black screens for some servers.
     
    We have just pushed a hotfix we believe will resolve this.
     
    If, however, you run a 41.77 server and you are still experiencing players unable to log on (only seeing a black screen) then please send us: the list of ModIDs (specifically the “Mods=” line from their server.ini, the workshop= line, and your server logs.
     
    Posting these in the forum release thread or in our Discord techsupport channel would probably be best.
     
    Likewise, any reports of ongoing server instability or general misbehaviour – please let us know ASAP.
     
    THEN
    We’re still adding tweaks and polish to our final B41 patch that we’ll put out once the current network improvements are fully tested, released and stable.
     
    This is the current changelist, with notable additions in the past few weeks on show here if you already read up on what was incoming in our last blog.
     
    OOH, 42
    Build 42 will be a very big update, and it will appear a sizable amount of time after Build 41 is fully wrapped. We’ve announced most of the things that we currently have brewing for it, but there’s one thing we’ve only hinted at so far – and which is very likely to feature.
    As regular readers may remember, a while ago we wrote a blog called Techdoid that detailed some of the big engine improvements we have slated for 42.
     
    Amongst them is a new rendering pipeline which allows for entire chunks to be cached with a depth buffer, which will afford us MASSIVE rendering and scene construction improvements and should rid us of all the performance issues we’ve been plagued with due to the isometric draw order over the years.
     
     
    There’s also a new light propagation system, which allows for light to naturally leak through doors and windows, providing much more atmospheric and believable lighting
      We also got rid of the 8 storey limit on chunks: specifically we allowed each chunk to have its own unique defined height up to 32 levels.
    Finally, we discussed that we’d fixed the many areas of the codebase that used static casts to round the player’s position to determine what chunk or tile they were on to using Math.floors instead. This method allows for negative coordinates to work where prior the calculations would have failed if the player was stood on a tile with a negative coordinate.
     
    This in theory will allow for us, or modders, to build north or west to the same extents as we currently build to the east and south, effectively quadrupling the maximum size the map could be extended to and open up a great deal of extra land to populate should we need to in future.
    Whilst all these features are gamechangers in themselves, they were also done in service of another very specific feature we’ve had planned for a long time, which required each of them to be made feasible in any way.
     
    The current in-game lighting system means that the indoor ambience levels are defined solely by the time of day. If it’s daytime, the ambient light levels inside a building are above zero, giving just sub-daylight levels, even if there are no sources of natural light that should fall on a tile just by virtue of it being day. That wouldn’t work very well if we were wanting to do… a certain other feature.
     
    The previous eight level hard limit and high rendering cost of multiple levels was rather restrictive if we were to… want to do a certain something.
     
    The lack of support for negative coordinates for character positions? Well that was IMMENSELY restrictive if we… were to want to do a certain something.
     
    A few people may have been able to read between the lines of what all these lead toward. Many more will have just watched the video already.
      The plan we have for basements and sub-levels is an interesting one, as it will provide a lot more replayability to the game map, which is otherwise completely static at the moment.
     
    Essentially in 42 we, or modders, can list positions on the map (along with staircase orientation) that have the space for a basement and can be allocated the potential to have one. However, no basements are placed within the map itself.
     
    When an area is streamed in for the first time, an appropriate basement ‘building’ created in the building editor and exported as a binary file is selected randomly from the list of all possible basements and will be injected into the map as it is loaded.
     
    We could add tags to make it pick an appropriate category of basement to fit the specific house, though right now the code has it set as completely random. Each basement has stairs leading up from its ‘top’ floor and these stairs will be aligned to the correct position when it is injected into the map.
     
    This means that despite the map being static, any areas with basements will yield surprises in every playthrough. This will also, clearly, cause the least disruption to the existing map development, modded maps and everything else.
     
    Whilst most of the basements will be modest basement rooms, that will have their own unique layout and lootable containers and will change on every new world and be populated with our own collection as well as any collections of mod basements that are subscribed to.
    There may be a few, however, which are more extensive, the player could happen upon a super rare and extensive underground complex. We have 32 levels to work with that can be distributed in any way above or below ground per chunk as required, so there’ll be few limits particularly in what modders can do with this.
     
    We can also hardcode some specific basement levels, so we could say provide key buildings within the map with bespoke basement levels that fit that particular building and will always be the same on every map.
     
    Also, with the new light propagation system, you better bring a torch – because unless there are light switches, its gonna be dark even if it’s daytime!
     
    We’re also considering the possibility of other sub-surface structures, such as sewers for locations like Louisville. We’re still researching what would be appropriate and sufficiently realistic for this, however, and it’s not certain what could/would appear in b42 beyond what’s discussed above at this stage.
     
    SPIFFO: BEYOND
    If you are a Terraria player then right now you are likely enjoying the amazing Labor of Love update, and maybe you’ve even discovered a certain someone has made the jump into another game – heralding the beginning of some sort of Spiffo Cinematic Universe.
    Our endless thanks to everyone at Re-Logic for letting our little dude spread his wings (or spin his tail, I guess) and treating him so well.
      This week’s stunning outdoor scene from Citro. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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. Experienced games dev and want to work with us, especially if you’re an Animations Engineer as Christ alive that would be handy? Details here.
  14. Spiffo
    trombonaught reacted to nasKo in 41.77 UNSTABLE Released   
    41.77.9 Hotfix October 20th:
    - Added checks for a null VehicleScript to IsoPlayer.getNearVehicle() and IsoZombie.getNearVehicle().
     
    41.77.7 Hotfix October 13th:
    - Fixed host connections from remote clients.
    - The client will save coop server logs to the logs.zip file before and after each start.


    41.77.6 Hotfix October 12th:
    - Minor revision number now displayed on main menu instead of just inside the console.
    - Fixed instances of clients being unable to connect to a server where logs showed that the client was already connected. The client will use 127.0.0.1 to connect if it is a co-op host.
     
     
    41.77.5 Hotfix October 12th:
    - znet libraries were rebuilt.
    - Fixed being stuck on the connection screen or a black screen when trying to connect to a co-op server.
    - Fixed: log messages and NPE during the processing of the RakNet already-connected packet.
     
     
    Hotfix#3 October 3rd:
     
    - Fixed the timed-action progress bar position not being updated during actions without a fixed duration.
    - Fixed the animation speed of the timed-action progress bar at different framerates.
     
     
    Hotfix #2 September 29th:

    - Fixed black screen issues with certain mod constellations.
    - Improved ConnectionManager logs.
    - Increased kick delay for CRC differences.
     

    Hotfix #1 September 29th:
    - Improved Type5 and Type22 Anti-Cheat behaviour to reduce false positives.
    - Extended checksum logs for debugging CRC differences.
    - Fixed Type21 black screen at connection stage when Type21 anti-cheat check is disabled.
    - Fixed the character model always using media/textures/Body/Masks instead a clothing item's UnderlayMasks folder.
     
    __________________________

    Original Patch:

    MP
    - Improved client connection.
        Important for server providers: Servers now have two ports for clients to connect to. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. These ports can be configured through the server options.
        Clients will first try to use a direct connection. If direct connection fails, clients will try to connect via Steam.
        The non-Steam version works as usual.
        UPnP rules were changed accordingly (UPnP is used in cases to prevent manual port-forwarding).
        The client will show the warning message "WARNING: SERVER HAS PORT %1 CLOSED. PERFORMANCE MAY BE SEVERELY AFFECTED" if the client can't connect through direct connection.
     
    - ZNet libraries rebuilt for Windows, Linux, and Mac.
    - ZNet, Connection, and Kick logs are improved.
    - Additional logs were added.
     
    - Fixed kicks after disabling VOIP.
    - Fixed connecting to host after disconnection from a dedicated server.
    - Fixed infinite connection attempt to non-steam server when it's not up.
    - Fixed the client displaying "Disconnected" instead of "Wrong username or password".
    - Fixed players being able to change their saved password for an already created account in some instances.
     

    NEW
    -  Added a looping progress bar for timed actions that have no defined end. This is mainly a stopgap fix for entering cars, to visualize that there is an ongoing unfinished action until we can have visually open doors, etc.
        Specifically added for the scenarios where players reported being bitten through the car door after they had entered a car and interrupted the "enter car" action before it could finish (e.g. by opening the map, etc) and before the door was "closed".
        This bar extends to other "infinite" actions like Walk To.
     

    MODELS
    - Added new body locations: Jacket_Bulky, JacketHat_Bulky, TorsoExtraVest, and JacketSuit.
    - Assigned new body locations to existing clothing items to avoid clipping.
    - Tweaked and added many clothing masks to avoid clipping through each other.
    - Adjusted several clothing models and bone weighting to improve clipping.
    - Removed Bowling shirt model from Bowling shirt definitions and made Bowling Shirt a texture. The model was left in the files in case mods use it.
    - Improved base Body mask to help with clipping.
    - Re-exported ALICE packs as some straps were missing.
  15. Like
    trombonaught reacted to nasKo in 41.76 UNSTABLE Released   
    Good points. We'll add a Main Menu button and have a retry looked into again.
  16. Like
    trombonaught reacted to Ralms in 41.76 UNSTABLE Released   
    Thanks for the update.

    I have some questions regarding these topics: 
    Can we have a quick description of what each Anti-Cheat type is checking in the server config file? The way its now, its completely generic and hard to decide the impact it would be turning each one on or off and hard to tune multipliers (type 2, 3, 4, 9, 15, 20, 23 so far).  Regarding large files downloads, from hosting a server for over 9 months now, I noticed that the Game client won't retry to download anything. If a file fails to download for any reason (several packets lost, network interruption blip, etc) it just forces the player to quit, not even return to main menu. 
    Can we add retry logic and allow the player to return to the main menu if something goes wrong connecting to a server?  Thanks. 
  17. Like
    trombonaught reacted to Tchernobill in [41.73] Maintenance improved while pushing a zombie   
    B41.73
    PC
    No Mod
    CDDA
    trait Handy active (adds +1 maintenance) among other non related traits.
    I have a katana in both hands, I push a zombie on purpose (with space bar, it was NOT a short distance backup push).
     
    Current:
    Maintenance levelled up (from 1 to 2)
     
    Expected:
    Maintenance does not get xp when pushing zombie. (as far as I know there is no hand maintenance)
  18. Like
    trombonaught reacted to Axezombie in Broadened HorizonZ   
    March Ridge was built after it was added to PZ, they built it by being inspired by PZ's March Ridge
  19. Spiffo
    trombonaught reacted to nasKo in Broadened HorizonZ   
    Okay, so here’s a run down on our current basic plans for finalizing Build 41, and then beyond.
    NEXT
    We’ve left Linux server operators hanging out to dry a bit over the last two weeks and feel awful about it – especially ones with larger/busier servers.
     
    41.73 came with crashes on Linux servers, and the version with the updated Steam API we put into the Unstable beta in 41.74 turned out to bring in as many issues as it solved.
     
    As such Yuri and Andrei are currently working on another approach that will be going into Unstable beta (and then Stable) as soon as we can muster – which will have the crashes fixed, and should also have increased networking performance and improved connection stabilities for everyone. We’re hoping to conduct an internal test on it tomorrow.
     
    In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking. This should improve things for all players on dedicated servers – including the Linux servers that were sadly the canary in the coalmine that flagged up the fact that something needed to be done here.
     
    Again, our apologies to those impacted – we are thinking of ways to repair some of the damage done during the outage and appreciate your frustration.
    THEN
    We have a staging branch backstage that all our coders are feeding aspects of their work that they wouldn’t want people to have to wait until Build 42 for – so no big features, but instead a lot of fixes and balance.
     
    We will also be trying to limit mod disruption and big/controversial changes, as this will be the version that we leave folks with for quite a while when all of us are 100% working on new features alongside the existing 42 team. (Apart from anything urgent we might need to attend to on 41, clearly).
     
    The sorts of things we’re currently testing for this patch include: many and various visual issues with the cutaway system, colour blind accessibility options, better crate highlights, many recipe improvements, better ways for the game to handle car alarms and (hopefully) fixes for sounds cutting out in busy MP situations.
     
    There’s also some new 3D models where we’ve had icon mismatches, new tooltips to better explain what different items can do, weight/encumbrance rebalancing on some items, the lighter/Molotov fix we mentioned last time and many and varied other fixes. We’ve also done some work improving the in-game server browser that we would certainly like to include as well.
    There’s a lot of other stuff too, but you probably get the gist. Nothing that’s going to rock the boat, but also enough stuff to keep the boat sailing until we reach the glittering shores of 42.
    MAP NEXT
    While we can’t and won’t go into forensic detail on which towns and what design themes we’re going for, it’s perhaps time to talk about the next map expansion – which will most likely hit with 42.
     
    Xeonyx and Ayrton are essentially pushing the map out on all sides, apart from beyond the game’s traditional Ohio River boundary.

    The map team are returning to fictionalised versions of real places on the Kentucky map – Riverside and March Ridge being entirely fictional. We don’t want to name exactly which ones, but it might be worth mentioning one of them will be Ekron.
     
    The location currently commonly known as Ekron within the community is not supposed to be our version of that place, and (for reasons that will become explicit when viewed on the PZ map) is internally known as Fallas Lake. We will erect a sign in Build 42 to make this information more prominent.
     
    Here’s a few WIP screens of some of our future locations to keep you all going.
    ALSO
    Other things currently being worked on for B42 inclusion that we haven’t mentioned before are:
     
    The Sound Team are working on sprinter zed growls and screams – our first inspirations here will be the Dawn of the Dead remake but we will iterate until we get it right. Formosa have also created a variety of bullet impact noises (on cars, dirt, glass, plastic, trees, walls and wood) that we will be integrating come 42, alongside the further improvement of the dynamic music system. They will also clearly have their hands full with the cows, chickens, sheep, improved fishing and many and various new post-apocalypse items and actions that B42 will bring along with it.
      RJ is currently experimenting with rats, which could also become part of the Knox Event alongside domestic animals. Martin, meanwhile, has been working on animal transportation – namely new trailers and potential new vehicles.
      Pat_Bren has been expanding the breadth of different TV and radio channels available to tune into at the start of the outbreak, and is now moving onto some other frequencies that players might be lucky enough to come across later on within the PZ timeline too. Right now he’s added Public Access TV, a Music channel, a Sports channel, a movie channel, a new entertainment channel and a radio station called Upper South Radio.
      We can’t remember if we showed it before, apologies if so, but seeing as RJ is back working with his rats – here’s what a PZ rat looks like when it bugs out with human hair.
    Thanks all, and thanks for your patience. We’ll see you next time.
    This week’s foggy overview from the Universe of Gamer. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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. Experienced games dev and want to work with us, especially if you’re an Animations Engineer as Christ alive that would be handy? Details here.
  20. Spiffo
    trombonaught reacted to nigel in 41.73 Released   
    I tried with the command setFakeDead to disable this, but it only works after the zombie has become fake dead.
    It would be very cool to get a way to override the vanilla functionality or to have some control over when, how often and if the fake dead can happen.
  21. Like
    trombonaught reacted to nasKo in 41.74 UNSTABLE Released   
    [Note: Parts of this patch were previously released as a 41.73 Unstable hotfix.*
    A version bump ensures players running the Stable client get a clearer error (version mismatch) when connecting to servers running the Unstable branch.]
     
     
    This patch addressed the Linux server crashes.
    Please let us know about any remaining crashes and the performance you're experiencing.
     
    If you continue to experience crashes on the Unstable branch after this patch, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice.
     
     
    MP

    - Migrated to newer Steam API.*
    - ZNet library was rebuilt on all platforms.*
    - Steam network logs are added.*
    - SteamGeneric packet was removed.*
    - Old steam session info was removed.*
    - SteamGameServer.BUpdateUserData method call is removed as deprecated.*
    - Error descriptions for the ESteamNetConnectionEnd and EResult  were added.
    - Fixes to Steam logging.


    Additional MP fixes will follow in the coming days.
  22. Spiffo
    trombonaught reacted to nasKo in 41.73 Released   
    Edit: Hotfix August 12th:

    - Extended client connection logs
    - The zombienet library was rebuilt (libZNet*)

    We've pushed this update to help us further investigate and better reproduce Linux server crashes.

    If you continue to experience crashes on your Linux server after this update, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice.
     
     
     
    41.73 compiled changelist

    (Also including 41.72 from the unstable branch)
     
     
    NEW

    - Added the MapRemotePlayerVisibility server option for Multiplayer.
        1 = Remote players aren't visible on the in-game map
        2 = Remote players in the same faction or sharing a safehouse are visible
        3 = Remote players are always visible
    - The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
      When not in debug mode, these options are available:
        - Players
        - Remote Players (client only)
        - Player Names (client only)
        - Symbols
    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
     
    - Added a new volume slider to the Audio options which affects the jump-scare sound.
     
    - Fixed updates to the map causing zombies to spawn inside previously cleared buildings.
        - Fixed BuildingDef.calculateMetaID() and RoomDef.calculateMetaID() possibly creating the same ID for different buildings or rooms. This was why zombies would respawn in some already-seen rooms.

    - Give zombies that are targeting a player higher priority for pathfinding than other zombies.
    - Added new loot maps from Pat Bren.
    - Split the single Louisville map-item into nine separate maps.
    - Added Louisville maps to the loot tables.
     
    - Gas container tooltip tweaks:
        1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase.
        2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui).
        3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units.
    - Updated Community Translations
    - Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage.
    - Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
    - Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
    - Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.
    - Added "Default=" to combobox sandbox-option tooltips.
    - Allow empty bottles to store gasoline.
    - Added water capacity in context tooltip when filling water container (if only 1 item type)
    - Updated community translations.
    - Updated credits.
    - Improved icon draw for context menu
    - Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
    - Added a way to rename a savefile in the load-game "More..." panel.
    - Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)
    - Allow building double doors inside buildings.  This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
    - Added checks for wall-like obstacles that should prevent opening or closing double doors.
    - Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.
    - Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
    - Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
    - Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
     
    - Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.
    - Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files.
    - Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows.
     

    SFX

    - Updated sound banks.
        - New action music track.
        - Fixed one male zombie voice looping the Hit sound.
        - Added missing sound for taking water from a dispenser.
    - Added an ambient sound to the Gas-2-Go pumps.
    - Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.
    - Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
    - Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation.
     
     
    MAP
     
    - Full export of the current Knox Event map. This will be the final B41 map update.
        - Updates many farms and farmsteads
        - Improves upper class areas in Louisville
        - Adds many new tiles on the tilesheets
        - Fixes many and various community-reported map issues and bugs
     
     
    FOOD AND RECIPES
     
    - New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
    - New Canned Condensed Milk item; can be used for the same recipes as milk.
    - Balance adjusted assorted values of food items and recipes.
    - Appropriate bottles can now hold gasoline.
    - Baloney and salami can be sliced.
    - Many food items have more options for being used as evolved recipe ingredients.
    - Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
    - Crayons can be used to write notes and mark the map.
    - Toast can be made from Bread Slices by cooking them.
    - New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
    - Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
    - Whole Pizza item added.
    - Glasses and cup items can be filled with water.
    - WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
    - Canned Condensed Milk item; can be used for the same recipes as milk.
    - Maggots that spawn with zombie corpses will be mildly poisonous.
    - Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
    - When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
    - For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
    - Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
    - Added placeholder texture for Bag_MedicalBag.
    - Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
    - Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
    - More flexible Tag support for writing notes.
    - Added Tomato Paste item for pizza crafting.
    - Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
     
     
    BALANCE
     
    - Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
    - Watermelon must be sliced or smashed before being able to eat it.
    - Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
    - Only Bread Slices and Toast can be placed inside Toasters.
    - Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
    - Many recipes adjusted to allow for more ingredient flexibility.
    - Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
    - Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
    - Changed Rip Clothing recipe
    - HandWeapon.weaponSprite is saved if it is different than the item-script's value.
    - Slightly increased zed attraction to gunshots in MP
    - Reduced the endurance loss when missing a hit (especially when pushing).
    - Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
    - Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
    - Added a "Slice Onion" recipe so Fried Onion Rings can be made.
    - Made the Composter thumpable by zombies.
    - Sometimes the corpses that spawn as the player explores the world will be fake dead.
    - As corpses progress in rot stages they have a chance of becoming fake dead.
    - Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
    - As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.
    - Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
    - Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.
    - Adjusted weight of Spears
    - Floor tiles will now provide a maximum of 1 nail when dismantled.
    - Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
    - Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice.
    - Added Basil to more recipes.
    - Better handling of evolved recipe item name when they only have spice ingredients.
    - Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles.
    - Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed.
    - CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from.
     

    ANIMS
     
    - Added new fill from bourbon bottle anim
    - Changed fill from bourbon bottle xml to use new anim
    Emote Wheel adjustments:
    - Adjusted some emote bone masks to reduce clipping
    - Added some stealth emote versions to reduce clipping and posing awkwardness
    - Added emote states for different weapon poses
    - Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
     
    Idle extension adjustments:
    - Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
    - Added normal stance extensions anims, where appropriate
    - Added normal stance extension xml for different weapon stances, where appropriate
     
    - Added masks to extended idle xmls to not clip as much,
    - Added relevant extended idle anims where needed
    - Capped off hoodieUP xfiles to stop transparency
    - Adjusted hoodieUP texture for new cap
    - Added blood locations to a couple of missing shirts
    - Re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes
    - Adjusted Hat_Spiffo mask to display properly on character
    - re-exported missed zombie body textures that had outlying pixels
    - Adjusted male and female HighViz vests to visually work similar to hunting vests
    - Reworked Male and Female HighViz vests
    - Changed HighViz vest body location
    - Tweaked Hunting vest masks to work better with underlying clothes
     

    MP
     
    - Various anti-cheat improvements
    - Sync and physics improvements for vehicles.
        - Refactored and decreased vehicle physics packet size.
        - Vehicle interpolation was refactored and improved .
    - Improved towing physics and behaviour.
        - Updated PZBullet library on all platforms.
        - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.

    - Optimized Vehicle authorization on exit
    - Allow admins to repair clothes via Edit -> Condition, and remove holes when the item is set to max condition when the item is in their inventory.
    - Visual data for damaged/fixed clothing will now sync between clients.
        
    - Hit reaction translation length is now calculated by appropriate animation clip
    - Use WaveSignal packet on client
    - Improve auth/towing for cases with two drivers/swap tow
    - Stopped clients updating rotting corpses and fake-dead corpses.
    - Added check for IsoDeadBody.getHumanVisual() being null.
    - Server will send the success result of recipes checksum validation if the client is untouchable.
        - The game will calculate the checksum using the original recipe name.

    - The driver now stops the vehicle before they exit from the vehicle or switch seat.
        - Added ISBaseTimedAction timed action.
        - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.
    - The SystemDisabler.doDisableTunePhysicDelay variable was added
    - If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.
    - The game server will not send the PlayerUpdateReliable packets from players who are far away.
    - Improvements for some anti-cheat checks
    - ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
    - Added log message for LUA debugger

    - Improve vehicle logging
        - Add DebugLogStream noise methods
        - Logs can be filtered by severity
    - Reformatted log streams for damage, death, and multiplayer log types
    - Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
        - Command entered in general chat tab changes severity on the client
        - Command entered in admin chat tab changes severity on the server
    - Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer.
    - Fixed Zed appearance not syncing between players.
    - Fixed one player being able to use two radios / walkie talkies.
    - Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
    - Fixed vehicle radio using wrong coordinates.
    - Fixed vehicle radio not working in the same way as world placed radio.
    - Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
    - Fixed vehicle radio text processing.
    - Fixed trailer authorizations / floaty trailers.
    - Fixed Item Remove tool not removing items from containers on a server.
    - Fixed clients sending StopSound packets to the server for zombie vocals.
    - Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
    - Fixed clients sending climb-over-wall sounds.
    - Fixed seat authorizations.
    - Fixed null pointer exception in the VehicleManager.serverPacket function.
    - Fixed incorrect delay-tuning algorithm.
    - Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
    - Fixed issues when characters are hit by trailers.
    - Fixed corpses disappeared when killed by trailer
    - Fixed issues with vehicle physics debug log messages.
    - Fixed Admin being kicked because of incorrect checksum.
    - Fixed car changing its place after re-login.
    - Fixed normal vehicle not being removable in mods.
    - Fixed movement sound when vehicle is stopped.
    - Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
    - Fixed disappearing trailers.
    - Fixed physics update limits.
    - Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
    - Fixed attached cars being disconnected after re-login.
    - Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
    - Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
    - Fixed empty RequestGetFull being sent.
    - Fixed vehicle passenger could have vehicle authorization after collision.
    - Fixed vehicle collision owner.
    - Fixed tow re-attach.
    - Fixed vehicle seat switching.
    - Fixed passengers seeing black boxes at high speeds.
    - Fixed vehicle not damaging players after re-login.
    - Fixed vehicle local simulation pass through another vehicle.
    - Fixed player can't become owner of pushed vehicle.
    - Fixed bouncing vehicle authorization at the end of local simulation.
    - Fixed player can exit or sleep in moving car.
    - Fixed rare incorrect vehicles authorization after towing.
    - Fixed engine sound disappearing without a driver.
    - Fixed car not stopping when driver changes their place due to cruise control.
    - Fixed error when try to type "[" in Item list viewer.
    - Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
    - Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
    - Fixed clipping vehicles.
    - Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
    - Fixed Vehicle simulation speed depending on locked fps.
    - Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true.
    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
     

    MODS
     
    - Improved log for lua errors. Now it shows if it modified file error
    - Added list of mods in Pause menu + this list show mods that cause errors
    - Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors.
     

    FORAGING

    - Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.
    - Turn the player to face a forage item when picking it up.
    - Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
    - Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
    - Zone.getTotalArea() returns the area of polygon and thick polyline zones.
        Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
        For other types of zones, width * height is returned.
    - Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
        As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
    - forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
    - forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.
    - Changed double click behaviour of search mode pins to place items into the current selected player inventory panel if possible
    - Adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap
    - Fixed an exploit with search focus when spamming the search mode button which could force items to change type
    - Fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item
     

    ADMIN/DEBUG
     
    - Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
        - Controls:
        - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
        - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
        - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.
    - Added trigger thunder tool (for admins).
    - Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).
    - Changed LootZed manager opening on RMC-ContextOption on container button.
    - Allowed admin to create any VHS out of spawned VHS-home (like in debug).
    - Added sync for Health panel cheats.
    - Trailers debug is improved.
    - Small fix to Lua closure.
    - Improved spawn vehicle menu.
    - Added ability to change weight in Player Stats window.
    - Added destroying objects without a sledgehammer if building cheat is on.
    - Added sliders for change weight and calories in debug panel.
    - Added Step Into, Step Over, and Resume buttons to the Lua debugger.

    - Improved ContextMenu
            - Now you can add icons for context options:
                    local myOption = context:addOption("My option name", ...)
                    myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")
    - Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
    - Improved Debug/Admin options.
    - Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings.
        - Added Door Options can be found in the Right-Click Context Menu -> Objects.
        - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
        
    - Added 'make noise' options to attract zombies.
    - Added option for removing all zombies in a zone to the Admin tools.
    - Added icons in context menu for ADMIN/DEBUG options.
    - Added elapsed time since server started in server statistics info.
    - Added access to some Admin tools for moderators.
    - Added an external anim debug UI for Martin.
    - Removed the line "Press Esc to open Admin panel" from Server toolbox UI

    FIXES
     
    - Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days.
    - Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu.
    - Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.
    - Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer.
    - Fixed the composter becoming unusable after moving it.
    - Fixed being able to move a composter if it has compost in it.
    - Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked.
    - Fixed clothing dryers and washers not consuming fuel from generators.
    - Fixed generator fuel consumption not being updated properly when turning things on and off.
    - Fixed picking up and placing powered objects not updating generator fuel consumption.
    - Fixed battery-powered radios consuming generator fuel.
    - Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more.
    - Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator.
    - Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side.
    - Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers.
    - Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated.
    - Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet.
    - Fixed VehicleAmbiance stopping immediately after starting sometimes.
    - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting.
    - Fixed Base.BareHands.HitFloorSound.  It was trying to play the non-existent default BatOnFloor sound.
    - Fixed hot food not cooling down when placed on the ground.
    - Fixed incorrect weights of weapons with upgrade parts.
    - Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50.
    - Fixed hearing rain hitting a vehicle when the vehicle is inside a building.
    - Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building.
    - Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function.
    - Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI.
    - Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall.
    - Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground.
    - Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground.
    - Fixed and adjusted many model "world" attachments.
    - Fixed bug when character weight does not decrease if day length > 1 hour
    - Fixed equipped radios only updating for one splitscreen player.
    - Fixed stacking of military crates and the popcorn machine.
    - Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures.
    - Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options.
    - Fixed accidental change of Muldraugh map bounds to Louisville area.
    - Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with.
    - Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked.
    - Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key.
    - Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake.
    - Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change.
    - Fixed the animation played when filling Bourbon and Wine bottles.
    - Fixed bunker tiles cutaways.
    - Fixed blood appearing on destroyed windows.an destroyed fences.
    - Fixed holding SHIFT made weight decrease faster.
    - Fixed holding SHIFT without moving having the same impact as running on hunger.
    - Fixed sitting on a chair giving a different endurance regen than sitting on ground.
    - Fixed car's engine not taking damage when running over zombies when the hood was removed by player.
    - Fixed not losing endurance when stomping zombies in the legs.
    - Fixed more cases where indoor zombies can spawn in inaccessible locations.
    - Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square.
    - Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code.
    - Fixed missing tile properties on the Public Garbage Bin (and added translation).
    - Fixed the Small Crate (found in Greene's Grocery) not being stackable.
    - Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed.
    - Fixed the properties on some new stove sprites.  They became IsoThumpable instead of IsoStove.
    - Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.
    - Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game.
    - Fixed the Lua debugger not handling changes to screen resolution.
    - Fixed bug in vehicle skin editor in SP.
    - Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs).
    - Fixed tile properties on a stair railing creating invisible walls.
    - Fixed CornerNorthWall and CornerWestWall not having tile properties.
    - Fixed zombies only playing their Hurt sound one time when hit on the ground.
    - Fixed spear-charge zombie kills not being counted.
    - Fixed the container highlight color not being displayed for painted crates.
    - Fixed not being able to sleep on brown picnic table.
    - Fixed Spiffo's green arrow requiring farming skill to be picked up.
    - Fixed some desks that couldn't be picked up.
    - Fixed some office whiteboards that couldn't be picked up.
    - Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING.
    - Fixed bug when generator can charge vehicle battery.
    - Fixed water containers not getting fully emptied when watering crops.
    - Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text.
    - Fixed players being able to start changing parts of vehicles when inside a certain vehicle.
    - Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory.
    - Fixed missing translation for new movable Medical Desk.
    - Fixed bug with rip clothing menu.
    - Fixed bug with double checking fishing net.
    - Fixed being able to dismantle favorited Electronics.
    - Fixed bug player not takeing nearest item in inventory for smoking.
    - Fixed character info panel showing male player model when the character was female.
    - Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer.
    - Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed.
    - Fixed radios with dead batteries still being turned on.
    - Fixed missing space after the water amount in the farming tooltip
    - Fixed the animation speed of the wind effect on water being faster at higher framerates.
    - Fixed fog from a previous game appearing briefly when loading a different game.
    - Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed.
    - Fixed the character-info-window help dialog not resizing to match the height of the text.
    - Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn.
    - Fixed the 'pinned' state of the character-info window not being preserved.
    - Fixed the 'pinned' and 'visible' states of the forage ui not being preserved.
    - Fixed lack of shoveling sound when filling in graves.
    - Fixed being unable to dismantle Electronics with a favorited Screwdriver.
    - Fixed Flashlights falling out of hands when climbing over walls.
    - Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes.
    - Fixed granola bars and cookies being perishable.
    - Fixed missing fruit cocktail item.
    - Fixed items being used in evolved recipes not having their thirst values reduced.
    - Fixed Pancakes being unable to be burnt.
    - Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients.
    - Fixed partially eaten food not getting lighter in some circumstances.
    - Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits.
    - Fixed the names used for ingredients in evolved recipe names to be shorter.
    - Fixed the junk tables entries in the loot distribution tables being affected by zombie population density.
    - Fixed PiePrep not having a debuff.
    - Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - Fixed added several missing models.
    - Fixed renamed items are now limited to a new name of 28 characters or less.
    - Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes
    - Fixed renamed items being able to have new names of more than 28 characters
    - Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss.
    - Fixed music not restarting after creating a new character in-game.
    - Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused.  Food models are rendered as Cooked or Rotten but not both.
    - Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right.
    - Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time.
    - Fixed the custom weight of trapped animals not being preserved.
    - Fixed inaccurate weights for partially eaten food items with custom weights.
    - Fixed renamed items not being limited to a new name of 28 characters or less.
    - Fixed accurate weights for partially eaten food items with custom weights.
    - Fixed claustrophobic characters being able sleep in small rooms by  right-clicking the bed from outside the room.
    - Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP.
    - Fixed vehicles with premium radios installed not being able to play CDs in them.
    - Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models.
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes.
    - Fixed missing Sport T-shirt icons.
    - Fixed missing tooltip explaining that to purify some water containers, a microwave must be used.
    - Fixed error with Baguettes being unable to be used to make sandwiches.
    - Fixed missing add-all option in the fill menu for Generators.
    - Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.
    - Fixed Sweet Pies being unavailable in the crafting UI.
    - Fixed mapper-placed broken windows not being smashed IsoWindow objects.
    - Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping).
    - Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed.
        The option appears now, but the lights and siren won't operate at zero condition.
    - Fixed multiple lightbar parts appearing in the vehicle mechanics ui.
    - Fixed incorrect effect of distance on critical-hit chance with firearms.
    - Fixed pans holding less water than pots.
    - Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete.
    - Fixed issues with new gas bottles and containers in backpacks.
    - Fixed missing distributions for barbequestore and bathroom/shelves.
    - Fixed Canned Fruit Beverage not having reduce thirst value.
    - Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua.
    - Fixed missing translation string ContextMenu_FuelCapacity.
    - Fixed inconsistent GoodHot from WildEggs tooltip.
    - Fixed ContextMenu_PanicNoSleep not being translated in one instance.
    - Fixed IsWaterSource parameter from BleachBottleGasoline.
    - Fixed issues with eating quarter and half portions of small amounts of food.
    - Fixed recipes to tear denim and leather - temporary fix pending improvement.
    - Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal
    - Fixed missing tooltip for SafehouseAllowNonResidential server option
    - Fixed ContextMenu_ContextMenu_FuelCapacity typo.
    - Fixed the wrong sprites being used for windows sometimes.
    - Fixed one of the molotov cocktail producing unwanted empty bottles.
    - Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers
    - Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave.
    - Fixed missing period in Tooltip_item_RainFromGround.
    - Fixed hot drinks with alcohol being too strong.
    - Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves.
    - Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices.
    - Fixed missing item Violets that got accidentally removed
    - Fixed Peaches having evolved recipe food type "Berry"
    - Fixed various mapping issues.
    - Fixed misbehaving transfer of media items (CDs) when installing/uninstalling vehicle radios by removing it for now, as the current method causes issues in MP. Will be resolved in next build.
    - Fixed a redundant/duplicate exclusive trait definition in MainCreationMethods.lua that could allow the Obese trait to be taken twice under some circumstances.
    - Fixed NullPointerException in IsoGameCharacter.Eat().
    - Fixed incorrect error messages when loading map_meta.bin version 194 and up.  This only changes error messages that are printed when rooms or buildings don't exist.
     

    CODE / ENGINE
     
    - Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator.
      Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters.
      These duplicate separators didn't seem to hurt anything.
  23. Like
    trombonaught reacted to Infernal75 in [41.71] [Multiplayer] Remove Vehicle (from the debug menu) Not Working   
    41.71
    Multiplayer
    Host
    No Mods
    Old and New Saves/Games
     
    The "Remove Vehicle" Option from the DEBUG MENU isn't working.
     
    Right click on a vehicle, go to debug vehicle, remove vehicle, click yes, nothing happens.  The car/wreck stays right where it is.
    Trying to remove vehicle from the mechanic's window doesn't work either.
  24. Like
    trombonaught reacted to nasKo in Slapdashdoid   
    Hello all! Afraid this will be a more hastily put together than usual Thursdoid, usual Thursdoid writer is away this week, and we originally planned to do a stable release today.
     
    Last minute, however, literally a couple of hours ago in fact, we concluded that this would be a bad idea not only in the middle of the Steam Survival Sale, but also a big week long and rather huge Spanish streamer event (go check it out!) that heralded some of our biggest Twitch numbers ever (thanks again to Silithur for organizing it!).
     
    Stable releases are always nerve-wracking, but doubled up with the zombie respawn issues that we’ve been struggling with on unstable it just felt like a bad time to throw any dice. We believe those issues are fixed, and have done significant internal testing, however throwing it in front of a huge number of players on stable we can’t be absolutely sure it won’t still cause problems, particularly with mods, so doing a release today under these circumstances seemed a risky endeavour with so many new people being exposed to the game.
     
    As such, we will likely wait until the coming Monday to flip the switch. This gives us a few more days to see if the zombie spawning reports on the unstable branch start to disappear after the fix went live and is probably the safer option, as eager as we are to see the update out and free up the team for bigger commits toward the next update.
     
     
    41.73
    So for those who haven’t dipped their toe into unstable, here’s a few highlights of what to expect:
    Optionally see other players from your safehouse / faction on the map.  Lots of extra security and anti-cheat to MP Lots of improvements to recipes, new foodstuffs, improved containers, expanded recipes. Improved error reporting for diagnosing mod errors or conflicts. Lots of map polish, bug fixes, improvements. Improved MP Admin tools. About ten gazillion bug fixes.  
     
    ADAPTIVE MUSIC
    Since Formosa UK (formerly Noiseworks) added the adaptive, reactive action music it went down really well. Making the music react to what’s happening on-screen makes a big difference to immersing yourself into what’s going on.
     
    The next stage of this plan is being put into place now, which will involve creating reactive versions of all the other tracks in the game. Not just action ones, but also all the various tracks and ambiences that currently exist.
     
    The idea is to allow for the non-action music to change in intensity from background ambient, to how it currently is now, to a more intense version, depending on what the player is doing. Do they leave their house after being in their house for some time? Maybe the ambient music bumps up a notch. Get into your car in the morning to go out on a looting run? Enter a house to loot? Find a rare item? There are countless little game moments we can tie into a music change, that will just help to make the music feel like its telling part of the story and provide much more variety in the music tracks through play.
     
     
    B42 CRAFTING
    We’ve got a couple of sexy flowcharts from lead crafting crafter Turbo detailing some of the new post-apocalyptic professions that readers can pour over to get an idea of what’s coming in Build 42. We intended to save this stuff until you could see it in-game, but it doesn’t hurt to have a sneak peak.
     
    As shown with the liquid system a few weeks back, actual code-side work on the crafting is still mostly foundational. Getting and expanding systems in there to cater for different ingredients used for the new crafting and make them expandable and more in-depth, adding new properties and new systems to items to allow them to track more detail than just ‘condition’, but also quality and other parameters that will impact how they are used and what the results of their usage is.
     
    Allowing more nuance in spawning items so for example bottles of beer in a convenience store will likely be full, where a bottle in a house may be half empty, empty, or even contain another liquid entirely. Items in general will have more nuanced conditions and qualities, the crafting system being able to operate on nearby crafting stations which affect the results and also what recipes are available to the player.
    Also allowing for multi-tile ‘machines’ that will operate as single objects, and allowing for tiles to be connected to cooperate with each other.
    A ton of foundational stuff that needs to be in place before the trees that have been designed are implemented, and progress has been good however there is still more to do, which limits what can be shown in videos at this point.
     
    At the moment we have about ten post-apocalypse professions, each with their own crafting tree, various multi tile workstations that are upgradable, and each with many produce that often includes ingredients from other professions, or can feed into other professions.
    This image does not expand for spoiler purposes, but is just to give an idea of how in-depth the crafting design is at this point — these trees are only part of the full picture, and we’re still far from done with it:
     
    If we look at, for example, the stone working profession you will see the level of detail we are going into with the new crafting. (please note these are early designs, and will likely be incomplete, and also we still need to balance and figure out the ‘right level of detail’ from playtesting, as we want crafting to be in-depth, cooperative, but not drawn out and too grindy to be enjoyable)
     
    Below is an overview of the stonecutting profession.
     
    As stated before, the goal with the crafting is to be able to produce anything that it would be realistically feasible for characters with those skills to produce, to dip our toe a bit more into the ‘rebuild society’ than we previously did, for the sake of providing a better long-term MP (and SP with NPCs) experience for those who don’t die screaming within the first week.
     
    Players will not be building computers or nuclear reactors, but any of the more primitive to medieval technology that makes sense we hope to be an option. It should be possible to spawn on a blank map with just wilderness and natural resources and have an engaging crafting and community building game, and adding the towns, cities and zombies to the mix will only make that more interesting.
    Here’s another example, the bowyer:
     
    As you can see, the goal is that each profession will be involved enough, with enough variety, and also enough interaction with other professions, to make it an interesting experience that a player can focus on within a community. We need to find the right balance between ‘involved’ and ‘not too drawn out’, and also provide mechanisms for SP players to be able to use sandbox to allow them to dabble in professions alone, prior to NPCs, without running into a wall of specialisation limit meaning they can’t function in all the professions required to create any items. And also not make the process of crafting an item so drawn out as to be discouraging players from taking part.
     
    We’ll go into more detail on the professions when they are starting to be implemented, and we’re more sure on the designs working out within the game.
     
    It’s a hard balance to find, and we’ll know more once these recipes and crafting trees get into the game once the systems are in place to accommodate them, and once these go out to the community we can get further feedback to balance the satisfaction vs grind balance of the depth of them.
     
     
    FUTURE MP WORK
    Checking in with the multiplayer team, they have been working on a big refactor of the MP codebase in their ongoing work for moving player inventories to the server. This will pretty much eliminate all inventory cheating.
     
    In addition, they have been working on character creation being moved to the server too, which will forbid clients from cheating with character inventory, skills and perks before the character is added to the server’s database.
     
    We’re also going to be looking into a real anti cheat solution that should reduce the occurrences of cheaters significantly. While anti-cheat can be circumnavigated and its unlikely to get rid of any cheating whatsoever, as we are not a competitive FPS, we hope that there won’t be quite the market for selling cheats for the cheat developers to be as willing to fight in the arms race required, and it will push cheat development above the skill level of most casual cheat makers.
     
    The MP team have also been making further improvements to vehicle syncing in MP, improving collisions and avoiding vehicles clipping into each other.
  25. Like
    trombonaught reacted to nasKo in 41.73 UNSTABLE RELEASED   
    We've updated Unstable with another hotfix:

     
    - Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer.

    Community translations were also updated, alongside Radio translations (<3)
     
     
    Barring any reports of things somehow breaking catastrophically with this, this is likely the build that will be pushed to Stable soon.
    Thanks for any reports of possible showstoppers
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