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Icy Motto

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  1. Pie
    Icy Motto reacted to lemmy101 in IWBUMS 41.26 released!   
    NEW
     
    Revamped mod system:
    - Updated the Mods screen. The mod description is displayed for the selected mod on the right side of the screen, instead of in the list of mods. Other details such as the ID, Workshop ID (if any), installation directory, and any posters are displayed on the right.
    - mod.info can have multiple poster= lines to specify multiple images in the Mods screen.
    - mod.info can have multiple description= lines which add to the total description.
    - The New Game screen has a button to choose which mods are enabled for the new game.
    - Each savefile has its own list of mods saved in a file named mods.txt.  mods.txt also has a list of map folders that is used in cases where parts of different maps overlap each other.
    - The Load Game screen displays the map folders and mod names used by the selected savefile. Since old savefiles do not have a mods.txt file, all currently-enabled mods are used when loading an old savefile. After loading an old savefile for the first time, the mods for that savefile cannot be changed, except by editing or deleting mods.txt.
    The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt.  This file contains the default set of enabled mods that will be used when creating a new game.  The default mods can be overridden when creating a new game in the New Game screen.
    default.txt also contains the list of map folders that was previously saved in options.ini (the old "mapOrder" setting that was used to deal with overlapping maps). If there are no map-overlap conflicts, this list of map folders is empty.
    - Added bBeingSteppedOn IsoZombie GameVariable to test if a player (or zombie) is standing on a prone zombie. Originally I was going to use this to prevent fake-dead zombies turning over when the player is standing on them.Prone zombies won't stand up if another zombie is standing on them.
    Changes on character creation:
    - Can now save/load outfit (clothing, m/f, name)
    - Can now select texture when item using multiple texture but no colors (jeans comes in 3 colors, but a random one was choosen everytime).
    - Tweaked washing clothes at sinks:
     - Clothing is washed one item at a time.
     - Items are washed in order from least-bloody to most-bloody when Wash > All is chosen.
     - Context-menu tooltips display the required amount of soap and water.
     - The correct amount of soap and water is used.
    - Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows.  The default is Shift.
    - The "Walk To" context-menu command displays a cursor to specify the location to walk to.  This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier.
    - Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight.
    - Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks.
    - Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred.
    - Animation now plays when transferring items between main inventory and equipped bags.
    - Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set  when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed.
     
    - Updated community translations.
    - Added a nag panel that pops up the first time the user tries to access the Mods screen.
    - Added the word "ERROR" to the little red box of doom.
    - Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea!
    - Overlays updated
     
    BALANCE
     
    - Limited the forces applied to vehicles when driving over corpses to prevent liftoff.
    - Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing.
    - Added mouse trap in kitchen random distributions.
    - Forbid building barbed wire fences without a connecting fence post or barbed-wire segment.
    - Color palette at character creation now doesn't heavily favors shades of pink and green over others.
    - Flint knife now has crafting recipe 
    - Now possible to recover and repair a weapon used in Spear creation
    - Stomp with fractured thigh/shin/foot now affects stomping accuracy
    - When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range.
    - Allow the player to drop items while moving, to avoid unfair deaths
    - Changed Screws weight to match Nails.
    - Changed IsoGameCharacter.maxWeight from Integer to int.
    - Reduced the damage to headlights from hitting zombies.
    - Added more attack prediction for the standing/on ground zombie detection.
    - Moved Tailoring perks from Survivalist to Crafting sub category.
    - Changed Flint knife to Stone knife (using a sharped stone).
    - Increased Digital Watch spawning rate.
    - Lowered chance of some helmet removals.
    - Can now attach meat cleaver to the belt.
    - When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it.
    - Lowered general condition of car spawning in house stories.
    - Renamed Key in House keys.
    - House key can now spawn in kitchen counter.
    - Fireman in burnt house stories now spawn a firemen vehicle.
    - Added Drink from pot anim.
    - Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...)
    Some changes on Foraging UI:
    - Foraging now doesn't close the UI.
    - Added progress bar on the UI when foraging.
    - Items gathered will be displayed on the right.
    - Can now filter on "fish baits".
    - Animals filter still get all the fish baits too.
    - Worms can now be found at level 0.
     
    CUTAWAY FIXES
     
    Cutaways - [Bug] Can't see character through some objects
    Cutaways - Can't see inside of a house through a window facing top-right
    Cutaways - Cut-away walls plop back up when trying to open a window, even when unsuccessful.
    Cutaways - Hide the eaves on roofs when entire building is hidden/transparent
    Cutaways - Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0.
    Cutaways - Wall cut away system not hiding enough of player-made walls
    Cutaways - Wall cut out issue when near window
     
    FIXES
     
    - Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options)
    - Fixed player animation lockup when gun breaks after firing it.
    - Fixed blob corpses in McCoys and Prison zones.
    - Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world.
    - Fixed the wrong HurtSound being played for zombies after male/female swap.
    - Fixed reversing over corpses not playing a sound.
    - Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.)
    - Fixed snapping in farming actions due to wait for turning to finish before playing the animation
    - Fixed the player taking damage from heavy loads when resting, sitting or sleeping.
    - Fixed vehicles taking fall damage each time they were loaded.  It didn't happen every time, possibly only when two vehicles were touching.
    - Fixed issues with targeting windows and shooting zombies through windows.
    - Fixed failing to load models with capital I in the filename using the Turkish language.
    - Added 'world' attachments to more weapon models so they are centered and lie flat in the world.
    - Fixed zombies farther away than 10 squares having a negative chance to spot the player.
    - Fixed not being able to build barbed-wire fences in one direction.
    - Fixed zombies thumping fence posts.
    - Fixed fake-dead zombies sometimes appearing naked until the player gets close.
    - Fixed no wait for turning to finish before starting ISBuryCorpse.
    - Fixed inventory items displaying the timed-action green highlight after actions finish.
    - Fixed the player continuing to move while sleeping somtimes.
    - Fixed lua error after clicking Continue after the last-played savefile has been deleted.
    - Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar.
    - Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles.
    - Fixed not being able to remove a clothing patch without having patch material in inventory.
    - Fixed clothing tooltip using the wrong player in splitscreen.
    - Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games.
    - Fixed texture-filtering issue that affected scrollbars and the debug console sometimes
    - Fixed being able to drink from a Washing machine
    - Fixed not being able to put a corpse in a grave without a shovel
    - Fixed fresh, frozen ice cream having negative boredom / happiness values for some inexpiable reason
    - Fixed Hats held in char inventory (not worn) also becoming wet/soaked
    - Fixed translations for new game modes not being used in Load Game ui and post-death text.
    - Fixed zombified players not standing up due to other zombies standing on them.
    - Fixed game-mode translations not being used in a few places.
    - Forbid digging graves above ground level. People could put dirt on a roof then dig a grave in the roof.
    - Fixed dragging items from a bag to the floor not unpacking them first, as was done when clicking the Drop button.
    - Fixed military fences being climbable when facing south or east.
    - Fixed new bandage items being added each time the game is loaded, resulting in bandage models not being removed.
    - Fixed higher engine quality lowering the chance of starting a vehicle.
    - Fixed colder weather increasing the chance of staring a vehicle.
    - Fixed vehicle engineQuality sometimes being less than zero or greater than 100.
    - Fixed rendering of lightswitches, shelves, and other objects that are on the south or east side of a square. This also fixes rendering of doors that swing open the opposite way of most other  doors (double-doors in Westpoint Gigamart and church for example).
    - Fixed placement of sheets on doors that open the opposite way from most other door
    - Fixed cutaway outline for window frames that have no window (such as carpentry window frames).
    - Fixed not being able to build doors on a square a player or zombie is standing on.
    - Fixed metalwork not using items on the ground.
    - Fixed metalwork not equipping a non-empty Blowtorch if an empty Blowtorch is equipped.
    - Fixed non-empty bags being allowed but not being used when doing carpentry (creating a rainbarrel for example).
    - Fixed Torch and Rope items on the ground not being allowed when creating Lamp-On-Pillar.
    - Fixed tooltips blocking mouse movement over context menus.
    - Fixed properties of some light switches (attachedE, attachedS).
    - Fixed properties of some overlay sprites in tiledefinitions_overlays.tiles.
    - Fixed clothing on zombies and on the ground not getting wetter in the rain.
    - Fixed unnecessary reading of directory contents when looking for mod.info files. This slowed down activating mods for the first time.
    - Fixed water effects animating while the game is paused.
    - Fixed lua error when creating a splitscreen player.
    - Fixed player being able to walk through compost bins by making them solidtrans
    - Fixed characters pathfinding through Lamp-on-pillar by making them solidtrans
    - Fixed log walls not being transparent like tall fences. (not LOS transparency)
    - Fixed the savefile picture not updating after playing then quitting to the main menu.
    - Fixed DebugOptionsWindow being taller than the screen sometimes.
    - Fixed being able to sneak run/sneak run low when having foot injuries.
    - Fixed making stakes not giving woodwork exp.
    - Fixed being able to remove battery while the car engine was running.
    - Fixed drink from bowl. (drink from pot anim is coming!)
    - Fixed drinking from popcan having timing issue.
    - Fixed duplicate bandage models and body-damage models being applied to zombies sometimes.
    - Fixed a zombie snapping upright after hitting it after it climbs over a counter. A zombie will still snap upright if it is hit while it is still on the counter.
    - Fixed replaceOnUse/replaceOnDelete not setting favorite is the previous item was favorite.
    - Fixed destroying stuff not having a calories modifier.
    - Fixed riverside garage missing their loot table.
  2. Pie
    Icy Motto reacted to equinox in more realistic wheel damage.   
    in its current state wheel damage is unfair and annoying, when you pop a tyre the entire wheel disapears, instead of having atleast a flat tyre to drive on, sometimes leaving people stranded when they dont have anything to drive on. even after the tyre has completely torn off there should still be a rim and rotor to drive on, which should start eating into the suspension after the rotor is gone. after the tyre is gone there would be sparks flying everywhere and it would be a fire hazzard for the car itsself and could potentially kill the driver if they chose to keep driving.
     
     
  3. Pie
    Icy Motto reacted to Pamplemousse in Construction System   
    Preface: This idea is for beyond 1.0 when the current roadmap is complete.
     
    I was looking at this old video displaying an early concept of what Project Zomboid creative mode would look like, and I saw something of a resemblance to the Sims 4's excellent construction system. However I thought it would be great to take the same mechanics one step further and instead expand upon this system in the normal mode of the game. As of now you place every little wall segment one at a time, meanwhile in what I'm suggesting, you plan/plot out what your desired construction site will look like (imagine what's shown in the creative video except its like 50% opacity) and then to pull it off you can either incrementally work on it yourself, set your construction oriented NPCs to do the job, or work on it with your buddies in multiplayer. I think it would add a much more collaborative aspect to it (as you and your friends can act as the architects) and also make the construction feel more realistic.
     
    There's definitely room for additions and there will need to be parts of it that might require regulation (Setting a cap for the amount of these ghost objects of your blueprint you can have at a time, or whether to keep them client or server-side) but I think it would be an amazing addition to the game.
     
    Thanks!
    -Pamplemousse
     
    Side-note: Maybe build templates could be saved too so you could use your usual setup, or download one from the workshop? Could expand into an even bigger community building aspect.
  4. Pie
    Icy Motto reacted to lemmy101 in IWBUMS 41.24 released!   
    NEW
     
    Added zombie turn alerted
    When climbing through a window and a zombie blocking it making you fall back into the house, zombie will emit a sound so you know it's there.
    Can now shoot at windows (they'll be highlited if in range/direction).
    Zombies now won't get up if a player is standing on top of them.
    Game now detects when zombies have been walking-on-the-spot for several seconds, then stop moving.
    Groups of zombies attacking vehicles now coorindated better to avoid them endlessly walking into a vehicle they can't possibly reach.
    Added prediction for melee combat. If you're attacking a zombie that is lunging toward you, we increase virtually the range of weapon to detect an attack, this should make the "miss" animation play way less often when you actually will hit the zombie.
    Drivers now look behind them when the vehicle is moving in reverse. This fixes players not being able to see the vehicle they are in when reversing into unseen areas. Drivers and passengers may look around by holding the Aim key or the controller right-stick when windows aren't opened.
    Control-mousewheel now cycles between containers in the inventory and loot windows when the mouse is over the items list.
    - Quality-of-life improvements to taking dirt/gravel/sand.
    1) The most-full bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
    2) A cursor is displayed for picking locations to take from. This allows the player to click four times in a row
    to fill one bag, instead of having to right-click and choose the same action four times from the context menu.
    - Quality-of-life improvements to pouring dirt/gravel/sand.
    1) The cursor displays a green or red outline to make it easier to see.
    2) The first non-empty bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
     
    BALANCE
     
    Reduced damage done by falling from 2 storey windows.
    Fixed being underweight/very underweight causing immediate death when falling from 2nd storey windows and over encumbered.
    Allow lunging zombies to climb over fences and through windows instead of walking-in-place into them.
    Agoraphobic/Claustrophobic are now mutually exclusive.
    Increased hemophobic points given to 5.
     
    FIXES
     
    Fixed no zombies sandbox options still spawning zombies in vehicle stories.
    Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle).
    Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound).
    Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState).
    Fixed two multithreading bugs.
    Fixed not being able to attack after closing a map when using a controller.
    Fixed Transfer All moving hotbar items.
    Fixed Hemophobic stress increasing faster at higher framerates.
    Fixed the player getting stuck in the fishing state if they performed other actions while fishing.
    Fixed driving through forests is bumpy even when wood floors have been placed.
    Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house.
    Fixed blocked buttons in the New Game screen after deleting the last savefile.
    Fixed not being able to take water from puddles if Dynamic Skybox = No.
    Fixed plumbed sinks taking water from puddles.
    Fixed Lock framerate = Uncapped not being saved.
    Fixed BodyPart.RestoreToFullHealth() not stopping bleeding.
    Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player.
    Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y).
    Fixed passengers seeing the "B for Brake" prompt when using a controller.
    Fixed DebugChunkStateUI not updating the display when selecting new squares.
    Forbid using the name of an existing directory when creating a new game.
    Forbid entering various invalid characters in the savefile field when creating a new game.
    Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered.
    Fixed not spawning zombies eating corpses inside rooms.
    Fixed spawning zombies eating corpses in a room when zombie spawning is disabled.
    Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center.
    Fixed blood splatter causing bushes and trees to rustle.
    Fixed not being able to walk off the floor in all directions after building a new staircase.
    Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only).
  5. Pie
    Icy Motto reacted to Loskene in IWBUMS 41.22 released!   
    My hero
  6. Pie
    Icy Motto reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

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

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  7. Pie
    Icy Motto reacted to lemmy101 in IWBUMS 41.17 RELEASED!   
    NEW
    All characters now start with a belt - giving them a "Back" slot & two belt (left/right) belt slots.
    You can either right click a slot, or drag & drop a weapon to it.  Or, alternatively, click a weapon in your inventory to attach it to the hotbar.
    Weapons will be shown on the player. Pressing a hotkey (from 1 to 5) will auto equip the weapon assigned to each slot.
    This is a work in progress system that we'd love feedback on!
    Added holsters
    Holsters have a chance to spawn on police/policestate zombies (automatic get one if he had a gun)
    - Rebuilt ProjectZomboid.exe as a gui application, no more console window. Should work with Steam remote play together now.
    - Added player Bob_VaultOverToFall animation when climbing over fences.
    - Added zombie Zombie_WalkTrees animation for walktoward and pathfind states.
    - Zombie lunge animations played at 50% speed in trees.

    BALANCE

    - Boosted wood axe damage, speed, amount of time you can move during strafe, to make it a viable (but still quite slow) heavy damage weapon
    - Force standing when drinking/filling items from sink.
    - Reduced handgun model size (+ muzzle redone)
    - Added Chipped stone to craft lance recipe.
    - Made tall fences transparent when the player is behind them
    - Disabled Hypochondriac trait until it can be fully reworked
    - Reload XP now given when inserting bullets in clip (small chance) and when reloading (bigger chance).
    - Added spear fishing.
    - Now equip in 2 hands shovel when taking dirt/sands..
    - Added Griddle pan for stir-fry.

    FIXES

    - Fixed zombies spawning in buildings long after a player has entered the building. 
    - Fixed Double-barrel shotgun issues.
      1) Missing inventory icon.
      2) Removed chamber, which allowed 3 shells to be loaded.
      3) Racking not required.
    - Fixed blob/suitcase Zeds on spawn
    - Fixed FMOD crash on 64-bit.
     Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'.
     SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused().
    - Fixed zombies getting stuck in the air after climbing through a window.
    - Fixed exception after renaming food to have a dollar-sign character in it.
    - Fixed lua error when taking compost from a composter.
    - Fixed zombified players interacting with doors/windows/etc by left-clicking.
    - Fixed new shovels not being useable for taking dirt/gravel/sand.
    - Fixed hammering animation when pouring dirt/gravel/sand from a bag.
    - Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes
    - Fixed issues pressing Escape while entering or exiting a vehicle, or switching seats.
    - Fixed players going through a wall when run-vaulting over a fence adjacent to the wall.
    - Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ.
    - Fixed Protection screen not working with a controller.
    - Fixed Info hair/beard buttons not working with a controller.
    - Fixed clothing dryer and washer continuing to play sound after the power goes out.
    - Fixed weather mask not updating when the zoom level changes.
    - Fixed weather mask not rendering for splitscreen players.
    - Fixed zombies get stuck after climbing over a fence with no floor on the other side.
    - Fixed some files being closed via garbage collection.
    - Crouch key only affects player 0 which fixes split-screen shared crouch
    - Fixed "Sit On Ground" context-menu option is available when already sitting.
    - Fixed "Sit On Ground" context-menu option is not available when using a controller.
    - Fixed adding frozen food into recipes.
    - Fixed old Socks still existing.
  8. Pie
    Icy Motto reacted to lemmy101 in IWBUMS 41.16 released!   
    Should fix a lot of 'crash on loading into game' issues!
     
    - Increased memory allocation for 64bit zomboid that could potentially avoid crashes on some systems loading into game.
    - Fixed shader issues with clothing overlays and holes which affect some GPUs (big source of hangs/crashes on game load / leaving spawn house and probably the same cause of some mac issues reported)
    - Added options for transparency / visibility of iso cursor for combat.
    - Render thread will now throw out better error messages for diagnosing future problems.
    - Fixed zombies playing their death sound sometimes when stabbed (but not jaw-stabbed).
     This happened when bCloseKill=true but CriticalHit=false.
    - A zombie dies as soon as it is jaw-stabbed, not after falling to the ground.
     The KnifeDeath animation is played in the falldown state, not the hitreaction state.
     The KnifeDeath hitreaction doesn't happen now because the zombie is dead before falling.
    - Fixed zombie number issue on Survival
    - Fixed pathfinding failing when moving on the same square when that square is blocked in all directions.
     This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent().
    https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/

  9. Pie
    Icy Motto reacted to DeltaVee in IWBUMS 41.15 RELEASED   
    I've actually made a rediculously long post on my findings when experimenting with the zombie spawn system and I've come to the conclusion that adding just two settings, which could be very easy to implement, will greatly improve your control over how you want to ramp up and/or down. And that is something like Halfway Population Multiplier and Halfway Population Day that function pretty much in the same way as Peak Population Multiplier and Peak Population Day, but you can set those somewhere in between the start and Peak Day.
     
    Add something a little harder to implement like an Ignore Respawn Unseen Hours Hours (yeah how you define these things might need some naming work) with a high threshold and you'll be able to make sure that a cell keeps firing respawns during this period and afterwards still have a high Respawn Unseen Hours (like 3 months or something) so you can actually clear the zombies from cells later in the game and not end up with a ghost town in the beginning.
     
    I go in a lot more detail in my post but it still has to be approved by a mod (as does this post, so when you read this I guess my other post will also be approved and you can find it in the General Discussion. Fair warning: it's a daunting read that by virtue of all the parameters I've tried to understand and describe also can be rather confusing.)
     
    Edit: Yay approved, here it is
     
  10. Pie
    Icy Motto reacted to JDoanut in IWBUMS 41.15 RELEASED   
    i still noticed the stuttering of animations when doing 90 degree turns while eating/drinking.
     
    i'm pretty sure it was introduced in 41.14 as it wasn't in 41.13
  11. Pie
    Icy Motto reacted to lemmy101 in IWBUMS 41.15 RELEASED   
    Lots of fixes in this one. Though big apologies to some of the crash people out there. We're really working at trying to solve your issues, and have tried a few things, but with no errors or crash traces being reported by the build, they are somewhat a mystery and hard to puzzle out. We likely haven't fixed everyone's issues, but we'll get to the bottom of it eventually and you're not being forgotten.
     
    NEW
    Renamed playstyles for clarity and to emphasise dev intent for how they should be played. Brawler becomes Survivor, Survivor becomes Apocalypse.
    - Added anim-less transitions for sneakWalk -> strafe, sneakRun -> strafe, sneakWalkLow -> strafe, and sneakRunLow -> strafe
      - Eliminates the odd turning arc while transitioning to strafe.
    - Removed strafeToWalk animation from strafeSneak -> walk/run/etc.
      - Reduces the amount the character jumps while transitioning from strafeSneak to said states.
    - Implemented SFX for lower impact car collisions
    - Added falling-zombie state.
    - Added context-menu tooltip for opening/closing curtains to display keyboard and mouse shortcuts.
    - Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1.
    - Added state transition from lunge to falling for zombies.
    - Added climb over fence transition to falling (when there's no floor on the other side).
    - Added Height map texture for puddles. This texture should increase performance when drawing puddles.
    - Added Logs/ZombieSpawn.txt to record zombie spawns.  Should record zombies spawning inside of buildings, not so much outside.
    BALANCE
    - Toned down zombies and zombie spawns a little in Survivor (formerly Brawler)
    - Reduced the delay after climbing through a window or over a fence before the player can move.
    - temporarily disabled body temperature change to help people survive winter
    - Made hit detection on body parts on downed zombies a little tad more generous
    - Bare hands in multi hit can now shove up to 3 zombies - on Survivor mode (formerly Brawler)
    ANIM AND MODEL CHANGES
    -tweaked several turn anims
    -reversed mccoy van logo
    FIXES
    - Fixed shoving the first zombie within range, rather than the closest zombie within range.
    - Fixed incorrect path to Ambient Piano
    - Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib
    - Fixed zombification from tree scratches.
    - Fixed RenderThread jobs sometimes being reported as finished before they are invoked.
    - Fixed "Random" button in the Customize Character screen resetting the player's profession.
    - Fixed molotovs and broken weapons not being removed from the player's hands.
    - Fixed item icons on the ground being twice normal size when "Double sized textures" = No.
    - Fixed issues saving the player to the vehicles.db database.
    - Fixed unicode filenames are not supported by animation/model importer.
    - Fixed not being able to open/close windows via the context menu when the player is already standing at the exact
     center of the square.
    - Stopped zombies dragging down a god-mode player to their death.
    - Lowered outside passenger positions of SportsCar (fixes a camera glitch).
    - Rip Clothing and Craft Sheet Rope work on all selected items (if they're valid).
    - Removed PerformanceSettings.modelsEnabled and PerformanceSettings.support3D.
    - Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads.
     i.e dual-core with hyperthreading, or quad-core without hyperthreading.
     - Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc).  Anything with a capital I.
    - Double-clicking tutorial and playstyle labels in the new-game screen proceeds to the next screen.
    - Fixed issues attacking while in a vehicle (infinite ammo, can't shove).
    - Try to fix exceptions in ClimbThroughWindowState.  Don't store IsoWindow or IsoGridSquare in StateMachineParams since 
    they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player)
    - Fixed lua error in DebugChunkStateUI
    - Fixed displaying LMENU as LALT.  Display RMENU as RALT.
    - Fixed clearing a keybind displays it with no name instead of NONE.
    - Fixed some weirdness in the fastforward cancel when near zombies.
    - Fixed items floating off the ground when dropped from inside a vehicle.
    - Fixed multiplying generators after using "Equip in both hands".
    - Set generator ConditionMax=100.
    - Set some vehicle part ConditionMax=100.
    - Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head.
    - Fixed Bare Hands not being counted as a favorite weapon, except when stomping.
    - Fixed "Untie Hair" option being available for already-untied hair after loading a game.
    - Fixed player not dying properly after falling.
  12. Pie
    Icy Motto reacted to VGVlad in IWBUMS 41.14 released!   
    Drinking an entire can of pop will cause the animation to loop with the character opening the can, drinking, then opening the can again. Not gamebreaking but still an issue.
  13. Pie
    Icy Motto reacted to lemmy101 in IWBUMS 41.14 released!   
    Various movement / rotation fixes, hopefully a final Turkish lanuguage issue fix, various other bug fixes and working Brawler and Builder modes
     
     - Now treats aiming/strafing as a zero-momentum state, like idle.
      - Turn180 now uses idleToRun180 instead of runToTurn180 when going from strafe -> run in the opposite direction of travel.
      - Only blends (with animations) to defaultWalk/Run/Sprint if isTurningAround==false
      - Uses animation-less transitions otherwise. This prevents the transition anims from doubling up with the turn180s anims.
      - ZNetFriends continues pinging in singleplayer, possible it's one source of FPS drop
    - Failed to Poll Device spam should be hidden, may be source of FPS drop for those with Blutooth or other wireless hardawre
    - Vehicle will continue moving after its tire is burst
    - Increase quality of Tires on cars to at least 20-30% in Survival mode
    - Fixed missing bob/bob_idle on Turkish systems.
    - Fixed AnimationSet lookup bug with Turkish locale ("Idle" -> "idle").
    - Fixed EmptyStackException in IsoSpriteInstance.get().
    - Fixed player not starting without clothes in AReallyCDDAy.
    - Fixed custom icons for clothing and containers being lost after reloading a game.
    -  Fixed exception cleaning blood with a Bath Towel.
    - Fixed exception loading shotguns (or any gun without a magazine).
    - GrabItemAction transfers multiple items at a time similar to InventoryTransferAction.
    - Transferring large stacks of items should no longer lower fps.
    - Fixed losing ammo when creating a sawn-off shotgun.
    - Fixed resize behavior of the Customize Character screen.
    - Fixed combining InventoryTransferActions when the source and destination containers aren't the same.
    - Changed "version 110" to "version 120" in some shaders that use functions in const expressions.
    - Fixes to MainThread/GameThread crash handling.
      - A crash in RenderThread no longer locks-up the game.
      - Uncaught Errors now get absorbed, logged, and an attempt is made to preserve save data.
      - Added uncaught exception handlers to MainThread, GameThread, and any other internal threads I could find.
      - Added default uncaught handler for any external threads.
      - Added custom handler for MainThread, sets bGameThreadExited and signals the RenderThread.
      - Added custom handler for RenderThread, sets m_isCloseRequested, zaps any waiting queues, and waits for MainThread to save and close.
      - DebugOptions
        - Added testThreadCrash mechanism, used to fire a crash on-demand, remotely from AnimZed.
    - Run -> Strafe -> Run now keeps to a straight line of travel. No longer does the strange arc movement during transition
    - Strafe -> Run transitions now only use transition anims if at not turning more than 90 degrees.
    - Strafe -> movement transitions updated to correct targets when isTurning90/Around.
    - Fixes to odd arc turns during transitioning from walk -> strafe
    - Fixed Brawler and Builder playstyle options in menu to stop them launching Survivor by mistake
    - Crash-fix for when getVectorFromDirection is given a null vector.
  14. Pie
    Icy Motto reacted to nasKo in Zed Snacking   
    The guy who writes the Thursday blogs is having a fun time with a screaming baby, a wife with bad toothache and another child intent on destroying things – but the good news is that there’s some cool stuff to show you today, and a sudden brief window in which to write about them. And so, onward…
    There’s a lot of general smoothening of rough edges happening on the build at the moment, and to give you an idea of what sort of items these are then currently on the internal ‘Top Three Issues!’ Sasha Shit List are: jolting walking animations on initial start-up, inconsistency with the directions of melee attacks and the way that timed actions (farming, pouring, building etc) have to play out before you can defend yourself from roaming zeds.
    In amongst this necessary fixes, though there’s also some fun stuff being added to the internal playable test build. Primarily discoveries that will make it a more varied and interesting experience when exploring your surroundings.
     
    BODIES EVERYWHERE
    In the next build we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone who’s unturned isn’t entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed – meaning you can sneak by or attack without them noticing you as easily. This can be seen in the vid below:
    Meanwhile the same event can be added to our growing roster of interesting scenes we can spawn in random houses, which can be seen in the below screenshot– which is also a good example of how neatly ChrisW’s cutaway system will be improving the game.
    In the current build the discovery of survivor bodies can be quite crude, with bleach or alcohol bottles scattered around willy-nilly for example. With our new systems we can also quite easily add in bodies that tell a clearer and neater story. Even if it’s as simple, and tragic, as someone who died from self-inflicted gun wounds.
    [PLEASE NOTE THIS IMAGE IS WIP, AND CLEARLY DEBUG – POSES ETC WILL BE MORE VARIED AND IMPROVED]

     
    OTHER NEWLY IMPLEMENTED ANIMATIONS
    Here’s a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source.
    Crikey, this game’s quite dark isn’t it?
      MODDING POTENTIAL
    We will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once they’re available.
    For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. Likewise, bodies that have been feasted on may have exposed limb bones where the flesh has been picked clean – and on top of that there’s always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond.
    All that’s still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what they’d look like if used in-game in their entirety.
    PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE
    The results are a bit rough still, but we’re sure you’ll agree: Boom, there’s the beginnings of a Harryhausen or fantasy mod. Good times to come hopefully.
    This week’s fast food order from Lazy Joe. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Also OMG have you seeeen Xonic’s Mall map? It’s super-good. Please check it out.
  15. Pie
    Icy Motto reacted to nasKo in Big Pan Thursdoid   
    Howdy all, and happy spring Eastoid festival if you are a participator in such activities.
    A few bits and bobs this week. Overall a variety of code-level tasks are being done: blending issues being addressed, optimization, cutaway behaviours, items that should be used as weapons but hadn’t been previously, weapons being held when animations are playing and they should be removed… all that fun stuff.
    Something that might be of worthy of mention, and a quick vid, though are some examples of where the new animations system are highlighting ‘in-between’ states that the game could previously got away with – but now either look weird, or have resulted in a show-stopper bug.
    A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping – this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations.
    PLEASE NOTE: This is a WIP animation, and whatever anyone tells you – the big saucepan is a bug that’s already been fixed and won’t be in the final build. (We’re also working on more ‘table against window’ polish).
    On top of this we will be improving this further – perhaps with a zed grabbing and pulling you into the window instead of pushing you out. Another example of a similar blemish that we’re fixing up meanwhile (known internally as being on The Sasha Shitlist) is the way that based on the existing game when the zeds are currently pushed left or right their animation is that of staggering backwards instead of the relevant direction – a Martin-provided remedy for which is currently being added into the game.
    Other work that’s gone on this week meanwhile includes fixes and improvements for the in-game radio communication system, work on a community translation tool and Zac’s work on a function that will allow us to more directly play with colour saturation/hue of the scene and make the most of our new character models. Oh and finally, Yuri is working out a way to stop saves losing vehicles on irregular shutdowns.
    Thanks all, hopefully a more extended gameplay vid next week.
    This week’s overgrown safehouse from Dark Oracle. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  16. Pie
    Icy Motto reacted to BoogieMan in PZ Community New Outfit Thinktank   
    Fast food uniforms to match the in game restaurants.. Motocross, FBI, Paintball, Fisherman, Farmer, Gigamart employee, Hobo, Outdoorsman, Lumberjack, EMT,  Jogger, Construction, News People/Cameraman...
  17. Pie
    Icy Motto reacted to AlmostCZ in Zed Tumble   
    I also wonder… what is gonna player vs player close range combat gonna look like? i was searching some topic to ask in,but didnt found one.
    so is there gonna be like atleast weapon block option,oh is ir gonna look same like now or…? 
  18. Pie
    Icy Motto reacted to RobertJohnson in PZ Community New Outfit Thinktank   
    We have some armor (bullet vest is in) but currently not adding any armor whatsoever, that's something planned tho, idk when
     
     
    Currently we have bloods splat on you/zombies, but they're not tied to the clothing, i'll add this later on, damaged may be tough to do, but we planned on having clothes desaturing over time (& then you could wash them to get them clean for example)
  19. Pie
    Icy Motto reacted to Axezombie in PZ Community New Outfit Thinktank   
    Also coud make beard and hair grow
     
    More importantly, making possible to protect ourselves temporarily from zombies with magazines duct taped to our arms and legs like in World War Z and of course leather jacket as mentionned before but not only for design also to protect us.
     
    Oh and clothes with pockets which can be used to carry more objects and get them in hands faster like a holster for example, and bumbags, very trendy in 90's
  20. Pie
    Icy Motto reacted to RobertJohnson in PZ Community New Outfit Thinktank   
    All but poncho (not sure we'll do this one tho :D) already in!
     
    @Brex:
     
    1. Meh.
    2. In!
    3. We can't have trademark like this, but could add some decals to simulate rock band easily!
    4. Not sure this was so common there..
    5. Meh
    6. Done! We have several sports outfits in there (baseball, football, golf, generic fitness, sweatband..)
    7. Nice idea!
    8. Got them! (altho they're called Dungarees or something iirc :p)
    9. Done!
    10. Meeeeeeeh
     
    Also guys, don't hesitate to suggest outfits (a golfer, a tourist, a fitness trainer, policeman, inmate, fancy people, waiter, pharmacist, biker, redneck, army, chef, cook, cyclist, farmer.. All of this are example of what's in currently)
     
    Also if you have ideas for existing specific places please tell me! (like currently restaurant have a chance to spawn waiter, cook/chef in the kitchen, prison is full of inmate/prison guard, golf with golfer, car repair shop with mechanics...)
  21. Pie
    Icy Motto reacted to Batsphinx in PZ Community New Outfit Thinktank   
    Following on from the question about whether we have a doctor's coat in the new system in the Thursdoid news piece (which we do, as seen below) here's a thread for community suggestions for the new clothing and outfit system.
     
    If you guys want to brainstorm other clothing we should have then feel free.
     
    Martin has probably got most of them covered, but it would be a good community exercise and a handy way of telling what's fallen through the cracks.
     
    Remember: 90s, Kentucky, zombie outbreak etc.
     

  22. Pie
    Icy Motto reacted to nasKo in New Briefs   
    Hey everyone! Extremely short Thursdoid today since usual wordsmith Batsphinx is away, we planned on making this Thursday our full release day thus be one of the few weeks we don’t have to stress about Thursdoid, but alas there were a few more fixes we really had to squeeze in first meaning we really need to put them through the IWBUMs test before we consider a full release. Since we’re just tying up a few loose ends, and we don’t want to start discussing build 41 in detail until its out of the way, there’s not a great deal to talk about.
    We’ve just released IWBUMS 40.27, which contains fixes including improvements to grass sorting to get rid of strange visual errors, hopefully fixed some rendering errors with the full screen fog effect, getting rid of rocks waving about in the wind, random tree rustles to mask zombie movement through forests, and fixed some issues with vehicle spawning – For a full changelist click over here.
    We’re hoping this will be a good release candidate, so let us know how it goes! Barring no serious issues we’ll perhaps be able to release this early next week and start Operation Anims in earnest at that point! A day we’re all very excited for. Stuff is ticking over nicely with TEA and the anim system, but at this point it’s mainly them fixing a few remaining bugs and making the tools easier for Animator Martin (and future modders) to work with, so despite good progress, not a lot of meaty Thursdoid stuff to talk about. That will change when we go over to full team development though!
    Will leave it there, thanks everyone! Sorry for the brief Thursdoid, normal business will resume next time!
    This week’s screen is from Four-Eyes. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  23. Spiffo
    Icy Motto got a reaction from Jason132 in RELEASED: IWBUMS Build 40.18   
    Basic thoughts on the new wind mechanics:
     
    Immersion breaking- Rocks sway like plants in the wind. 
     
    Object swaying intensity during storms seem to look fine to me, even when there is no wind.  I think the trees and plants swaying isn't all that exagerated in my opinion, I've seen some terrible storms and they seem to look pretty realistic in-game.  Though, tone down the tree shaking when a player or zed walks by it, and when a car crashes into a tree. Make doors shake a bit less when zeds hit them too. 
     
    All we need now are new SFXs for the weather update and it will make the game 100x better!
  24. Pie
    Icy Motto reacted to Magic Mark in RELEASED: IWBUMS Build 40.18   
    Gonna have to side with seeing them shake regardless, but I totally see your point.
     
    Reason being that even in large buildings and woods you can hear twigs breaking for probably the entire field of view for characters. Silence can easily make the lightest of noises carry farther and sound louder  As an example, I thought somebody was keying the windows of the glass doors of my school library while I studied on the opposite side of the building until I realized it was just a tree brushing against it in the wind. The branch has been trimmed now, but this anecdote remains true.
     
    I would at least argue for the point that with multiple sound sources, pinpointing this kind of thing and percepting it becomes much harder.
  25. Pie
    Icy Motto reacted to nasKo in Sway of Things   
    Hey all, here’s what’s happening.
    BUILD 40
    Build 40 is for all intents of purposes done now, with one addition that might need a few fixes that we’ll explain the reasoning behind below.
    On Tuesday we released Version 40.26 to the IWBUMS public beta. As we forecast last week, this contained:
    New, rare, inventory clothing types to better insulate players. Thunderclaps when players are banned on a server. (Optional) Better admin control over weather effects Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs. Being the first product of Bitbaboon Steve’s new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of today’s Version 40.27. This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below.
    SHAKE IT
    We’re pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 – but something we weren’t 100% satisfied with was getting an indication of wind speed and direction across to the player. There just weren’t any indicators on-screen, and we weren’t making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and…

    This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind – and in storms, especially, at night they’re a bunch more atmospheric. (We’ll also be adding in better wind, and other, SFX in Build 40 patches.)

    Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing.  In this build, this includes:
    Doors shaking when zombies hit them Locked doors shaking when the player tries to open them Trees shaking slightly when the player is chopping them down. Trees rustling when the player, or zeds, walk through them Trees shaking after car collisions Please note, however, that in the current IWBUMS beta the bigger trees move too much in response to player/zed actions – and some of the SFX are a bit off. Here’s a compilation vid of the new feature:

    BUILD 41
    Work continues with the TEA’s preparation for the entire team moving onto animations once 40 is final and patched, a lot of it under the bonnet kinda stuff. A big improvement to the animation system and tools is the ability to clone animation states and override aspects of them without needing to completely duplicate the state logic that drives it.
    An example of this would be for handling (quite literally) weapons while walking, strafing or attacking. We can now define the core states for handling walking, strafing, sneaking, attacking without a weapon equipped, and then creating other states using that as a template that say hold a one handed weapon, or a gun, and substitute animations while still retaining all the logic tying together and blending the animations with the gameplay. Functionality such as this will speed up Animator Martin’s job of implementing all these states into PZ, and cut down the replication of work from the coders once we’re all inside the system.
    OTHER STUFF
    We’d like to welcome ChrisW back to our bank of coders, who will be picking up where he left off with the Sims style cutaways we’d like to make internal building navigation a bit slicker. As mentioned last week RJ is now working with Xeonyx, creator of New Denver, to help debug his new Hollywood Studio map and come up with an Official PZ Challenge system for it – for when it’s added to the main game. Here’s another screenie from it.

    This week’s sunday service from KurtZ. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
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