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junglistjim

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  1. Like
    junglistjim reacted to Komodo21 in IWBUMS 41.21 RELEASED   
    Yeah i never Understood why Doing Metalwork, Carpentry, Disasembling, Cooking, and so on bores the Character.
    I guess if the level of the Skill is low it might be frustrating or something. But there is at least more entertainment about it than doing nothing - but the game doesnt account for that - Funnily: Removing Grass gets rid of the Boredom - that sounds like way more boring/annoying to me than Cooking or scrapping stuff ^^
     
  2. Spiffo
    junglistjim reacted to guryanoww in IWBUMS 41.23 released!   
    Guys, please, machete is not so large that it can only be worn on the back, it would be very convenient to assign it to the belt
  3. Like
    junglistjim reacted to Misha in IWBUMS 41.23 released!   
    [Suggest]
    I think the helmets should not be drop like the caps, because you can tie up the rope that won't fall off by attacks.
  4. Like
    junglistjim 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.
  5. Like
    junglistjim got a reaction from Pandorea in Build 40.43 Released!   
    i hope this is the correct thread for the latest iwbums build.
    issues found:
    Pickling Cabbages and other vegatables - they go rotten after a week (also the jar lids dissapear when you open them)
    Poultice - dissapears when you load a save. if you had a bandage and poultice on - then re-load it seems to go.
  6. Like
    junglistjim got a reaction from Pandorea in IWBUMS VERSION - 40.37   
    the only mod i had on was that map - er New Denver or something like that.
     
    And the watermellon was in New Denver..  Mystery solved
     
  7. Like
    junglistjim reacted to Sick Boy in IWBUMS VERSION - 40.37   
    Awesome.
  8. Pie
    junglistjim reacted to lemmy101 in IWBUMS VERSION - 40.37   
    This will hopefully be the last!
     
    If anyone would be able to give nighttime a test, let us know how it goes on different people's machines! Let us know!
     
    NEW

    Added indoor masking to color exterior when inside, insides are no longer affected by climate coloring.
    Split climate colors into exterior (shader) and interior (mask) variations.
    Added config file to initialize colors.
    Added debug panel to edit climate colors ingame and save config file.
     
    BALANCE
     
    Highly reduced odds of breaking a windows when trying to remove it at lvl 10 carpentry.
    Can now sleep on a piano seat. (somehow)
    Double doors now shown in red if trying to build inside a building.
    Made it possible to disassemble many more items, including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves.
    Added chance of success in the disassemble context option tooltip.
    Adjusted ambient, rendersettings and shader to fix flash/street/car lights.
    Added minimum values for rain and snow, a very low value as sometimes looked patterny.
    Changed darkness more variable during weather.
     
    FIXES
     
    Fixed Steam servers appearing password-protected when Password is empty.
    Fixed /changeoption server command not accepting empty option values.
    Fixed foraging never finding anything for admins/mods in multiplayer
    Fixed vehicle engine sounds not being muted in the menu screen in multiplayer.
    Fixed empty ChunkObjectState packets being sent in multiplayer.
    Fixed whisper in chatbox crashes with spaces or slashes
    Fixed not being able to whisper to some players
    Fixed being able to build a stairs in the opposite direction directly on top of another staircase.
    Fixed some disassemble definitions having no 2nd items and giving wrong info.
    Fixed required skill not being displayed in tooltip when picking up or placing furniture.
    Fixed drainable items not cooling down when placed on the floor. 
    Fixed custom weather settings not applying for some challenges when loading an existing save.
     Previously, if you continued a "Winter is Coming" save, you'd get rain instead of snow.
  9. Pie
    junglistjim reacted to Kennethdio in InfestedSurvivalistBunker.tbx Building Available (Highly Detailed) (Google Drive Link)   
    Wowee!

    When the apocalypse rolls around, you need protection, perhaps isolation, people, and a stockpile of supplies. Being in those circumstances when hell happens will likely prove to be very beneficial and a lucky position. But despite all this, you may still fall. This is one of those scenarios, nothing went right. Those who thought they were safe met their untimely demise.

    This bunker is resilient despite falling to either raiders, hordes, or anything in fact, as this is your asset, your piece now. This bunker has a lot.
    - 26 rooms.
    - Highly detailed.
    - Contains both .tbx and .bak files.
    - Barricades and furniture arranged to explain it's demise.
    - Given room definitions.
    - 6 hours of work done on this.
    - Me approving this to be high quality.
     
    These 26 rooms are-
    - Garage / Bunker Entrance
    - Garage Storage
    - Male restroom.
    - Female Restroom.
    - Cafeteria / Corridor.
    - Maintenance Sector Hall.
    - Water Treatment Plant.
    - Generator Room.
    - Maintenance Storage.
    - Cafeteria.
    - Cafeteria Kitchen.
    - Cafeteria Kitchen Storage.
    - General Purpose Sector Hall.
    - Showers + Bathroom.
    - Locker room.
    - Quarters.
    - Library.
    - Briefing Room.
    - Armory Office.
    - Armory.
    - Medical Bay.
    - Medical Storage.
    - Laundry Room.
    - Private Quarters Living Room.
    - Private Quarters Bedroom.
    - Private Quarters Bathroom.
     
    =================================================================================================================================================================
     
    DRIVE LINK HERE: https://drive.google.com/open?id=1vSpd3j_St6_NuAscPITkMCzfsaOafqm5
    (Google Drive is supremely easier than Dropbox, so i'm using this now).
     
    Any questions, criticisms, compliments, i dunno, or something. Just post it and stuff.
  10. Like
    junglistjim got a reaction from Leoquent in IWBUMS Beta: Version 40.35 Patch   
    just discovered that if you dont have a watch in primary inventory you cant see how long you have survived for - but if you put watch on then you can.  thats quite cool.
  11. Spiffo
    junglistjim reacted to lemmy101 in IWBUMS Beta: Version 40.35 Patch   
    IWBUMS 40.36

    BALANCE

    Rain-barrel context-menu tooltip displays warning if the barrel contains tainted water.
     
    FIXES
     
    Fixed exception in IsoRegionWorker.loadSaveMap() with Core.noSave=true.
    Fixed RainParticle.update() not setting lastIntensity.
    Fixed exception in isoRegion.DataChunk.load()
    Fixed time disconnected from a server counting towards zombification.
    Fixed it being possible to trap the char in a car placed between a wall / car
    Fixed calculation of vehicle container capacity (and other things) based on condition.
    Fixed vehicle debug repair command not updating container capacity in singleplayer or on the server.
    Fixed vehicle trunk capacity not changing when repaired in singleplayer.
    Fixed repairing vehicle parts not updating some stuff on the server
    Fixed expanded vehicle bounds blocking splitscreen players. 
    Fixed vehicle exits appearing blocked that aren't in switch-seat UI.
    Fixed empty savefile names and names starting/ending with "." being allowed.
    Fixed two color options applying when chosen instead of when the Accept or Apply buttons are clicked.
    Fixed initial value of the Personal Text Color option.
    Fixed position of the Personal Text Color color-picker.
  12. Like
    junglistjim got a reaction from Pandorea in IWBUMS Beta: Version 40.35 Patch   
    just discovered that if you dont have a watch in primary inventory you cant see how long you have survived for - but if you put watch on then you can.  thats quite cool.
  13. Like
    junglistjim got a reaction from Jason132 in IWBUMS Beta: Version 40.35 Patch   
    i miss that feature - i like to know when 7 days is up so i dont bother leaving the tv on lol 
  14. Spiffo
    junglistjim reacted to Afekay in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    I'll give it a try  Great work guys.
     
    I played 2 short sessions, sorry I thought I would have more time.
     
    What controller are you using? Xbox360 Does the controller work? Yes. I have activated the controller in the option before starting, but once in the game, controller didn't work. I had to press buttons randomly until it worked. Then I noticed the tiny menu in the top left corner  This menu could be right in the center to make sure players won't miss it. Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved? It works but I didn't find it very clear. Ideal situation would be be to show the control schemes visually  How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? If I press "X", the pop up commands will show up, but won't disappear if I move away from the element I was interacting with. Let's say I want to turn on the oven, if I don't press "B", the pop up will stay there forever. Also, for example, if I face a door but there are objects that could be interacted with nearby, the priority may not go to the door. It can be tricky if I'm trying to go fast (but that's just an example). Suggestion: make some common actions like opening doors happen by pressing "x", but more elaborate interactions (ones that you don't usually do in a rush) by holding "x". On my 2nd run, I confirm that I have issues opening doors and entering vehicles. How would you like your gamepad play further improved? Looks nice so far. Do you play in split-screen? If so, how is this beta playing? Haven't tried split screen. In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? What other gamepad bugs or weirdness have you noticed in this build? Game quit when I entered a vehicle. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? Game feels nice right now, nothing to complain about regarding performance. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? Optimizing controls by giving higher priority to common actions likes opening doors and entering vehicles.
  15. Pie
    junglistjim reacted to Kaleidozombie in RELEASED: IWBUMS Build 40.18   
    Yes!
  16. Spiffo
    junglistjim reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    SI BETA VERSION 40.27 RELEASED!
     
    This should fix up any issues our Linux testers were having, but please let us know if anything else has flared up
     
    NEW
    Added 'sway' wind sprite effects for trees and vegetation that increases/decreases with wind speeds(default on, can be toggled off in options) As seen in high wind. Added 'shake' sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation. General video of this seen below.  Added a rain effect that now render precipitation according to wind angle Implemented new Welcome message for MP Chatbox Added server options for kick/ban thunderclap noises  
    FIX
    Fixed small trees causing crashes but not being removable Fixed car engine turning off as soon as battery is removed Fixed crafting recipes losing their favourite status when game language is changed Fixed police sign showing higher on tile when placed Fixed radio saving last lines of broadcast so broadcasts didn't replay in full upon load
     
  17. Pie
    junglistjim reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    Version 40.26 released to IWBUMS beta!
     
    Please note that this version is the first one automatically created by our new build system, that's been lovingly formed by Bitbaboon Steve. We're fairly sure it's firing on all cylinders, but likewise if there's disruption on any dedicated servers, Mac or Linux builds etc. then we apologise in advance
     
    NEW
     
    Added new clothes: Long shorts, Jacket, Padded Pants, Padded Jacket Thunder sound now plays to all players when an admin bans a player banned, a thunder rumble is heard when one is kicked. All vehicle doors may be locked/unlocked from inside without requiring a key. BALANCE
     
    Balanced some existing clothes insulation (sweater etc will be less effective) '/thunder start' now starts a thunder storm 24h duration. '/startRain' '/stopRain' is now equal to setting admin climate panel precipitation to 1.0. FIXES
    Fixed not being able to make it snow via admin panel Fixed bug where fog wasn't the same as when the player last quit Fixed some map bugs: missing walls, missing lightswitches, duplicate TVs. Fixed covered gas station that was considered interior. Fixed missing checkmarks next to the current values of chat-window options. Fixed unnecessary old chat-transparency display option. Fixed issues with on-screen server messages (using /servermsg command) - horizontal position was relative to the chat window, display time was depended on framerate, font now larger. Fixed missing "Ticking clock" animation while the char sleeps is missing Fixed wrong positions of "Performance skybox" and the "Performance reflections" options are moved.  Fixed unclear "You need to restart the game to apply changes" text Fixed some debug code running that is disabled in multiplayer. Fixed vehicle skid sound not playing in multiplayer. It only played for the driver previously; remote clients wouldn't hear it. Fixed vehicle damage to prone zombies being too low in multiplayer. Fixed broken vehicle door locks being lockable/unlockable using the dashboard icon (and vehicle menu). Fixed car collision box blocking a door even if a char can come up to it Fixed wash clothing recipe not working. Fixed file encodings in translation files. Fixed dropped items are drawn above the car Fixed empty water container staying equipped when pouring water from one item to another. Fixed propane tank remaining equipped after inserting into a bbq Fixed weatherperiod loading bug Fixed rendering issue with Physics.Render debug option as other things such as vehicle areas wouldn't render. Fixed vehicle y-coordinates when spawning in long horizontal zones. (The long horizontal zones at gas-stations were spawning vehicles at the wrong y-coordinate) Fixed unused vehicle code. Fixed issues with adding/removing gas using gas cans. Fixed unnecessary allocations and file access related to non-existent textures. Fixed zones overlapping any cells in a map directory not being removed before loading that map's objects.lua file. Fixed speech from second player in splitscreen being displayed over first player.
     
  18. Like
    junglistjim reacted to AnonPrime in Google Maps to Zomboid Terrain Map   
    I think I may take another crack at this, using something other than google maps. I still have my old code kicking around somewhere... I make no guarantees though
  19. Like
    junglistjim reacted to AnonPrime in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  20. Like
    junglistjim reacted to nickodemos in RELEASED: IWBUMS Build 40.18   
    Just stood next to it with a propane torch and welding mask. I have many mods in so not sure if vanilla or not but you might need a magazine or be a certain level.
  21. Spiffo
    junglistjim reacted to OffitMan in RELEASED: IWBUMS Build 40.18   
  22. Pie
    junglistjim reacted to halkaze in RELEASED: IWBUMS Build 40.18   
    What's this Moving Green line?
     

  23. Spiffo
    junglistjim reacted to jamesorbe0 in RELEASED: IWBUMS Build 40.18   
    Thats been there for a long time ago its a feature i mean you dont want to use your hands removing broken glass do ypu?
  24. Pie
    junglistjim got a reaction from Pandorea in Wash Clothing Recipe Issue [40.25]   
    hi - this maybe off topic.
    3 items of clothing are dirty.
    Right click Wash clothing > select all  only ever washes one item.
    even when there is only one item dirty you still get the Wash All - when it shouldnt say all any more.
     
  25. Like
    junglistjim reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    SI version 40.25 released to IWBUMS beta
     
    NEW
    Added Loot All and Transfer All commands to the inventory context menu when using a controller. Added 'More Info' panel for Weather survival guide. Updated weather pattern generation (more random, shorter overall, less dark periods, clearings) Updated clouds, new textures and adjusted alpha plus nightfix Updated climate update sequence (for example: admin can now override night) Improved ground snow accumulation (should now also work when making it snow via panels granted other variables like temperature dont make it instantly melt) Weather periods can now be fully modded, including a designated 'modded' stage which can be freely modified. Clothing now shows insulation bar instead of temperature  
    BALANCE
    Changed colors of server and shout in chatbox Frozen food no longer allowed as the primary ingredient in evolved recipes. Can no longer use rotten bread slices when cooking level is less than 7. Updated translations added. Added several missing vehicles zones (mccoy, fossoil) & improved gas station vehicles spawning.   FIX
    Fixed exception when a vehicle crashes near a fire. Fixed loot sometimes respawning too soon. Fixed "map_zone.bin could not be saved" multiplayer error. Fixed /adduser not encrypting the new password. Fixed weight-gain and weight-loss indicators appearing at the same time. Also fixed increased weight-gain. Fixed McCoy vehicles not spawning. Fixed weight-gain indicator position in character-info screen. Fixed possibly not being able to click the bottom options in the vertical menu. Fixed typing a message in admin chat without a command or target stream sending the message to the admin stream Fixed typing a message in the normal chat panel without a command or target stream should sending the message to local chat Fixed teleport command not working with names Fixed missing teleportto command Fixed red font for system messages and shout being hard to read Fixed 'error with packet 127' (Discord) Fixed missing comma in UI_EN.txt Fixed multithreading issue with RenderSkybox. Fixed dead zeds lying on map blocks Fixed green corpses caused by RenderSkybox(). Fixed exception when plastering walls. Fixed long welcome messages do not wrap properly Fixed PZPopMan's handling of non-ascii filenames. Fixed server message not being shown. Authors now show on screen. Fixed AnnounceDeath message not showing in chat Fixed general tab of chat being added twice. Fixed wave signals not being ignored until player fully connected to server and chat manager is working Fixed InvalidOperation on Mac Fixed wrong calcul in failure of damaging part when installing it. Fixed missing some vehicles definitions (Fossoil wasn't spawning + a few variant of existing models) Fixed wrong distributions table for some vehicles (postal vans weren't spawning anything) Fixed positions zombies stand at when surrounding a vehicle. Fixed some soap items not being able to clean clothing. Fixed crowds of zombies launching vehicles like bottle rockets. Vehicles can still be jostled around by large hordes, but shouldn't go flying off at high speed anymore. Fixed errors loading vehicles whose script is no longer defined by picking a random script. Fixed coop server not starting if -cachedir= didn't end in "/Zomboid" Fixed ISEquippedItem exception when not in debug mode. Fixed vehicle force-field not checking for vehicles on neighbouring chunks - caused issues with zed pathfinding and trapped players. Fixed not being able to open a vehicle's trunk at certain angles. Fixed exception when a zombie's square is null.
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