Jump to content

iwawa

Member
  • Posts

    36
  • Joined

  • Last visited

Reputation Activity

  1. Like
    iwawa reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft will not be on IWBUMS because many non-IWBUMS servers depend upon Hydrocraft. I want to make Hydrocraft accessible to as many people as possible and like Doc Holiday said, some servers seem to work fine with Hydrocraft AND IWBUMS. The other main reason is that IWBUMS changes frequently so if i say add a fix for that they might change it . Meaning it is a lot of extra work for nothing. Look at the Smithing system they almost added to the core. It is only a shadow of what they were planning. If i had incorporated everything they developed then I would have had to do a lot of changes when thy removed stuff back out.
     
    As for current developments, honestly nothing. I am semi-aware of what is going on so I can have an idea of what i need to add when it goes on the public branch. Thinking of specifies is just a waste of effort since they could just as easily be like "oh we are not doing the cars anymore" like they did for the smithihng stuff.
  2. Like
    iwawa reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v10.1 has been released!
     
    Which includes ...
     
    - Updated Advanced Potted Plants
    - Updated Armor Mod
    - Hunting cannot be done indoors.
    - Fixed fixers
    - Fixed male cream cat
    - Fixed Jagermsibter
    - Fixed eye dropper with potassium permanganate
    - Fixed coffee
    - Fixed beehive in winter
    - Can keep pizza stone
    - Fixed Flint Tipped Bow Drill
    - Fish Bowls and Fish Tanks can collect Rainwater
    - Can recycle and craft Pruning Shears
    - Can craft fire suit from more types of clothing
    - Fixed making blast furnace with mortar
    - Fixed Cordless Drill Art
    - Fixed Herbal Medicine for anchored tables
    - Fixed Pullout paper recipie
    - Fixed empty beaker with water
    - Fixed baby food jars
    - Can turn unusable wood into charcoal
    - Added Jar of Glue and Jar of Wood Glue
    - Added Wooden Pulley
    - Crossbow and Longbow animation fixed!
    - Thanks to everyone who helped!
     
    Enjoy!
  3. Like
    iwawa reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    Available on Steam beta branch 'iwillbackupmysave'
     
    New Features:
     
    Vehicles Er... lots of other stuff to numerous to recall. We'll look into an overview of added features at a later date.  
    Post your bugs over here!
  4. Like
    iwawa reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Basebuilding in multiplayer is unplayable at the moment, the only thing that works without having to reconnect is physically building items through the right click carpentry menu. Placing campfires, lighting campfires, barricading, shoveling dirt, making farming plots and planting seeds appears are not sync'd properly at all. They show for friends, not the person who placed them.
  5. Like
    iwawa reacted to lemmy101 in RELEASED: Vehicle Test 41   
    So a bit of explanation on what we've done for this build.
     
    The new sync system was designed to fix a few of the old client sync bugs we experienced when playing online, as well as optimise the speed at which cells were streamed in due to more intelligent updating of items in containers. However the new system, being complex and far reaching, has ended up causing more issues than it has solved. It's still a very worthy thing for us to add, but we'll continue to work on it on another branch, and either slip it into vehicles close to release, or will save it for the animation overhaul build #40.
     
    So what does this mean?
     
    On the good side, it means the stability of the multiplayer game in terms of keeping track of container contents, updating containers in real-time, avoiding duplication, and various other issues that have caused problems over the past few builds will all be resolved. It should make a big difference in terms of these kinds of issues people have been experiencing.
     
    On the downside, there may be a couple of old annoying sync bugs that'll rear their ugly heads again. We will look out for reports of these and try and fix them up in a more direct way targeted way, instead of a catch all that the new sync system was designed to do. There may be some other lag related issues, we'll see, but hopefully people find this version on balance a lot more playable.
     
    Thanks!
     
    Chris
  6. Like
    iwawa reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build 35.1
     
    Reverted the new syncing item process as it need more works.
  7. Like
    iwawa reacted to Batsphinx in RELEASED: Vehicle Test 41   
    Given as we're still experiencing a lot of bugs with the optimized MP loot sync system, we're going to investigate reverting it to how it ran in Build 38 - mainly because we don't want it to end up holding up the vehicles release. In the mean-time we'll keep the new sync system on an internal branch and aim to have it ready for a later version.
     
    Should we choose to revert then it does mean a few old bugs could re-emerge - but ultimately it'll be the right thing to do in terms of getting vehicles out there.
     
    In the mean-time MP looting will be spotty on the vehicles beta over the weekend - so we apologise for that.
  8. Like
    iwawa got a reaction from DicheBach in RELEASED: Vehicle Test 41   
    Personally, I don't feel like you should be trying to be that "realistic" when it comes to vehicle colors. Zomboid has its own aesthetic and should focus on using colors that feel like they fit into the game. Although I do agree that more variety in vehicle colors would be lovely, forcing in tons of bright blue, red and white vehicles in just because "that was popular in america in the 90s" seems a bit silly  Do what you think looks good @RobertJohnson instead of what is "realistic".
  9. Like
    iwawa got a reaction from Jason132 in RELEASED: Vehicle Test 41   
    Personally, I don't feel like you should be trying to be that "realistic" when it comes to vehicle colors. Zomboid has its own aesthetic and should focus on using colors that feel like they fit into the game. Although I do agree that more variety in vehicle colors would be lovely, forcing in tons of bright blue, red and white vehicles in just because "that was popular in america in the 90s" seems a bit silly  Do what you think looks good @RobertJohnson instead of what is "realistic".
  10. Like
    iwawa reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Yeah, I deffo took this light blue cars for light grey...
     
    Gonna change that then, really cool charts halkaze!
     
    And don't worry, this things don't take me that long to do at all, it's more after Kim's screenshot showing the current color i found it very silly, next update will see way more things that just a change in the car colors no worry (dragons maybe? i feel like it's been a while since we've talk about dragons..)
  11. Like
    iwawa got a reaction from hunger john in RELEASED: Vehicle Test 41   
    Personally, I don't feel like you should be trying to be that "realistic" when it comes to vehicle colors. Zomboid has its own aesthetic and should focus on using colors that feel like they fit into the game. Although I do agree that more variety in vehicle colors would be lovely, forcing in tons of bright blue, red and white vehicles in just because "that was popular in america in the 90s" seems a bit silly  Do what you think looks good @RobertJohnson instead of what is "realistic".
  12. Spiffo
    iwawa got a reaction from B33ware in RELEASED: Vehicle Test 41   
    Personally, I don't feel like you should be trying to be that "realistic" when it comes to vehicle colors. Zomboid has its own aesthetic and should focus on using colors that feel like they fit into the game. Although I do agree that more variety in vehicle colors would be lovely, forcing in tons of bright blue, red and white vehicles in just because "that was popular in america in the 90s" seems a bit silly  Do what you think looks good @RobertJohnson instead of what is "realistic".
  13. Like
    iwawa got a reaction from King-Salomon in RELEASED: Vehicle Test 41   
    Personally, I don't feel like you should be trying to be that "realistic" when it comes to vehicle colors. Zomboid has its own aesthetic and should focus on using colors that feel like they fit into the game. Although I do agree that more variety in vehicle colors would be lovely, forcing in tons of bright blue, red and white vehicles in just because "that was popular in america in the 90s" seems a bit silly  Do what you think looks good @RobertJohnson instead of what is "realistic".
  14. Like
    iwawa got a reaction from Magic Mark in RELEASED: Vehicle Test 41   
    Same exact thing as happened to us. I'm thinking this + the containers flickering (which i'm failing at reproducing) may only occur in multiplayer with multiple people on the server. Will have to test that at some point. 
  15. Like
    iwawa reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Next time the containers vanish, grab the console.txt, coop_server.txt, and server_console.txt file from %UserProfile%\Zomboid.  You can just attach it to your reply with the "Drag files here to attach" bar at the bottom.
     
    Should be an interesting log.
  16. Like
    iwawa got a reaction from Magic Mark in RELEASED: Vehicle Test 41   
    - Bookshelves and some shelves don't refresh their list when you take an item out. You can only take an item out once. BUT if you transfer an item from the bugged container to yourself and also drag it into another container, it dupes.
    - Some graphic flickering when interacting with shelves.
  17. Like
    iwawa got a reaction from RealHumanBeing in RELEASED: Vehicle Test 41   
    - Bookshelves and some shelves don't refresh their list when you take an item out. You can only take an item out once. BUT if you transfer an item from the bugged container to yourself and also drag it into another container, it dupes.
    - Some graphic flickering when interacting with shelves.
  18. Like
    iwawa reacted to Magic Mark in RELEASED: Vehicle Test 41   
    @RobertJohnson 
     
    The inconsistent XP gain for mechanics isn't working out, or at least not as intended. It would be much better to have the XP gain be consistent.
     
    I understand that you are concerned about it being too easy to grind, which is why these tasks should take considerable amounts of ingame time to counterbalance that (as repairs usually take long, and all mechanics learn from repetition anyways). 
     
    Report of all of my mechanic work. Level 1 reached, added through commands.
     
    -Uninstalled a windshield: 0 XP
    -Uninstalled a hood: 0 XP
    -Installed a hood (after breaking 1, mind you): 0 XP
    -Uninstalled a battery: 0 XP
    -Installed a new battery: 0 XP
    -Uninstalled a headlight: 0 XP
    -Installed a headlight: 0 XP
     
    Of course this may not be working as intended, but this really counters the idea of finding better parts and replacing it for no XP reward at all due to RNG. Should just be tied to the part or job on the car so you can perform the task once for a XP reward and then only get XP again if the part gets damaged.
     
    In the interest of making this less based on RNG you may want to consider consistent XP gain for completing the task, which should take some time. It's still worth noting that you have the break chance for early XP levels being extremely high, so its still risky to repeatedly install parts.
  19. Like
    iwawa reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 32:
     
    [New]
    You can now open the trunk from inside the car via the dashboard (icon is a placeholder) You can now hit a car by hitting it with melee weapon, firearm is coming. [Balance]
    Balanced mechanics exp given, low level stuff have now more chance to get exp. Better detection/mechanic of zombies hitting cars. [Bug Fix]
    Fixed some bugs with resizing mechanics UI. Fixed rendering bugs in mechanics UI. Fixed doing a 180 turn in sports car results in 'smashing glass' sound. Fixed losing collision at high speed. Fixed cars being alarmed when they should not. Fixed cars sometimes not triggering alarms. Fixed MP loot sync issues when two players are using the same inventory space
  20. Like
    iwawa reacted to Batsphinx in RELEASED: Vehicle Test 41   
    Have raised the issues with Yuri - sounds like he's fixing it now.
     
    Are people still seeing the player-obscuring annoyances that crept back into the recent builds? Or can I strike that one from the record?
  21. Like
    iwawa reacted to Batsphinx in RELEASED: Vehicle Test 41   
    Hey all - dev is coming back online after Christmas and New Year a bit now.
     
    We have something that should fix the player-visibility issues that surfaced in recent builds that ChrisW coded last night, and I think Yuri has updated his MP sync work too. We're aiming to get a patch out for everyone as soon as we can.
  22. Like
    iwawa reacted to Batsphinx in RELEASED: Vehicle Test 41   
    Vehicle Test Version 31.1 released
     
    Issues of player-obscuring addressed MP item sync issues fixed This patch should improve both issues for now, but coders for both issues are still working on related stuff. It's hopefully enough to tide people over until Build 32 next week though. 
  23. Like
    iwawa reacted to martingee in RELEASED: Vehicle Test 41   
    Capacity is set the way it is for gameplay balance. I know what you're saying but vehicles would be quite OP and/or become too essential. 
     
    That's not to say the numbers won't get tweaked if it's felt they don't carry enough but it's one of the examples where gameplay trumps realism, which has been one of the mantras of PZ development.
  24. Like
    iwawa reacted to Magic Mark in RELEASED: Vehicle Test 41   
    @RobertJohnson The break chance of parts needs a serious rebalance.
     
    My character has maxed out mechanics and metalworking.
     
    I started by removing an old muffler from a car - When the RNG decided I had successfully completed the task, it was at 0% condition coming from 42%, and within 5-8 tries.
     
    So then I attempted to install a 100% muffler into the car.
     
    After maybe 10 tries, the part finally installed... at 35%
     
    Keep in mind that I am maxed out in terms of applicable skills and tools, and I could not install a part without breaking it beyond the initial part's condition, making the attempt to fix it entirely useless. 
     
    At level 10 in anything, the chance of breaking parts during a replacement (replacement, not part repair) should be zero percent. I can't imagine how bad the odds will be at lower skill levels. 
     
    These same drastic issues also apply to bodywork. I could not replace any part without damaging it beyond where I started.
     
    The break chance for removal/installation of these parts did not display either.
     
    This being said, I did not experience any bugs with the install. The values need a massive drop in break chance as I cannot imagine replacement work being feasible at all at level 10, let alone level 3 or level 5.
     
     
  25. Like
    iwawa reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 31:
     
    [New]
    Added a zombie house alarm triggering sandbox options, default false, set it to true to allow zombies to trigger alarms by entering houses.  
    [Balance]
    Rebind default horn hotkey to Q (same as "shout").  
    [Bug Fix]
    Fixed Mechanics skill books disappearing after reading. Fixed broken-lock window sync in multiplayer. Fixed new object-sync code not updating the Loot Window. Fixed "template!" calls setting gearRatio to default values. Fixed Cars being oversized on 1x textures. Fixed street lights always working despite electricity shut-off Fixed null pointer when using horn. Fixed IsoObject sprite name being changed (should fix campfires rain barrels etc) Fixed radios (and other things) not working when placed on the ground in multiplayer. Fixed server exception when removing objects from the map. Fixed audio not being muted in the menu in singleplayer. Fixed the vehicle gauge and dashboard flickering and overlap. Fixed character walking to the front of a vehicle to install tail-lights. Fixed van rear windows requiring a door to be installed, when there are no rear doors. Fixed black paint window frame color issue. Fixed vehicles sometimes respawning loot when they shouldn't. Fixed server not handling multiple containers or vehicle-part containers. Fixed new object-sync code not updating the Loot Window. Fixed the loot window not updating when a vehicle door is opened/closed in multiplayer. Fixed players teleporting in multiplayer while inside a vehicle breaking everything. Fixed zombies only spawning Muldraugh map. Fixed some typos in Sandbox texts.
×
×
  • Create New...