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halkaze

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  1. Like
    halkaze reacted to Beard in In multiplayer, TV and radio are not translated.   
    Thanks for the screenshot, it seems like you are right that this would be an actual issue on our side. Will forward the bug report to the devs so it can be looked at. Preferably the servers would have an actual language selection instead of taking the language from the PC Region, but as mentioned this is not yet implemented unfortunately.
  2. Spiffo
    halkaze reacted to Beard in In multiplayer, TV and radio are not translated.   
    Do you have the PC region set to Japan as well? Could you share a screenshot of that setting if you do?
  3. Pie
    halkaze reacted to falcon33jp in Japanese Translation   
    Japanese translation updated for IWBUMS Build-41.50
    Date 05-15-2021
     
    IWBUMSテストブランド専用ファイル
    日本語ファイル更新情報
    更新日:2021年05月19日
    対応ビルド:Build-41.50  以上
    更新内容:翻訳ファイルの追加、修正、追加翻訳、翻訳表現の変更修正。
     
    以上

     IWBUMS版日本語翻訳ファイルは、以下の方法で試験運用することが出来ます。
     
    手順
    ①PZを起動→メニュー「スチームワークショップ」を選択→「スチームオーバレイを開いてSpiffoのワークショップ」のボタンを押します。
    ②すると、ワークショップが開きます。
    ③その中のMOD一覧には、日本の翻訳IWBUMSがありますので、ここをクリックしてください、ワークショップID:736705472で検索しても良いです。
    ④サブスクライブボタンがありますのでこちらを押し、有効にしてください。
    ⑤オーバレイを閉じて、ゲームを一旦終了します。
    ⑥ゲームを再起動し、メニューMOD設定を選択→すると、IWBUMSは登録されているかと思いますのでダブルクリックで有効にしてください。
    ⑦その後、メニューに戻ると、日本語訳が現されます。
     
    ワークショップURL:https://steamcommunity.com/sharedfiles/filedetails/?id=736705472
    ワークショップID:736705472
     
    注意事項
    ※本ファイルは正式リリース前のテストプレイ用の日本語訳ファイルです。
    ※IWBUMSテスタブランチに対応する目的でワークショップを使っています。
    ※正式リリース版には導入されないようにお願い致します。
    ※PZが正式な製品版になった時点で、このテスト用日本語訳ファイルの配付を終了する予定です。
    ※IWBUMSテストブラント後、正式リリース版のPZ本体に日本語ファイルが組込まれた形で配付されます。
    ※システムには対応していない部分が英語で表記される場合があります。
    ※エラ、誤字、脱字、ご意見、ご要望がある方は、フォーラムに登録して書き込むか直接下のメールアドレスにご連絡ください。
    連絡先 falcon33jp@gmail.com
  4. Like
    halkaze reacted to falcon33jp in Japanese Translation   
    halkazeさん こんにちは。
    ご指摘があった部分を修正しました。
     
    すいません。更新が遅くなり申し訳ございません。
    コロナで色々ありまして遅くなりました。
    ご心配お掛け致しました。
  5. Like
    halkaze reacted to lemmy101 in IWBUMS 41.21 RELEASED   
    NEW

    Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel.
    Added visible bandage models on character
    Changed the animation when building log walls, and hide hand models since no tools are required.
    Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example.
    Added "Aim outline" display option.
    Player now unequips current item before equipping another when both items are in the hotbar.
    Fixed some bugs with the Inspect Clothing UI & added a condition bar.
    Finished bandages models (added dirty!)
    Removed "New Roof Hiding" option.
    Catch and log all Throwable errors when saving the game.
    Added randomised vehicle spawn events - car crashes etc.
    Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options.
    Improved transition to action animation to remove anim snaps
     
    INSULATION SYSTEM CHANGES
     
    - fixed bug that resulted in no catch a cold chance when conditions did apply
    - slowed down body heat generation increase/decrease rates
    - added advanced view and applied text changes on thermal tab
    - fixed temperature offsets of limbs to be more pronounced
    - changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold
    - increased energy/fluid consumption rates a little bit when overheating/undercooling
    - added small increase in energy consumption when generating lots of heat.
    - changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again.
    - fixed bug that during heat made skin too hot too fast based on insulation
    - fixed a few clothing pieces insulation
    - changed hypothermia stage 2 kicking in at core 35, instead of 33
    - added a lower body heat generation value when sneaking.
    - added small incremental insulation bonus affecting high insulating clothing mostly
    - added extra lower perspiration rate modifier for clothing in colder temperatures
    - added water resistance to various jackets,pants,hats and footwear
     
    BALANCE
     
    Increased a tad weapon spawning attached to zombies.
    Increased gardenning spray, scissors, gloves & butter knife spawn rate.
    Removed Belt being able to be cut.
    Increased thread spawn rate in kitchen.
    Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires.
    Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack.
    Added slow shamblers zombies speed.
     
    FIXES

    - Possibly fixed walking-in-place zombies.
    - Fixed hotbar not updating when replacing a holster with a double holster or vice-versa.
    - Fixed custom weights for food and crafted radios not being saved.
    - Fixed "Clear Ashes" not being available.
    - Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes.
    - Fixed lua error in DebugChunkState displaying tables in modData.
    - Fixed the bug "vehicles sometimes disappear until you reload the game".
    - Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down.
    - Fixed overlapping garage door and wall in cell 37,22.
    - Fixed Tailoring skill books disappearing after being read.
    - Fixed grime/overlays/etc from burned tiles.
    - Fixed the bug: the -Dnosave option throw a bunch of error
    - Fixed car batteries starting with greater than 100% charge sometimes.
    - Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu.
    - Fixed red garage doors not being openable.
    - Fixed Transfer All not working when one of the items is a Moveable (furniture) item.
    - Fixed cold water being used sometimes when disinfecting bandages or making hot drinks.
    - Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added).
    - Fixed wrong climb-over-fence animation playing when holding a handgun.
    - Fixed MEGA THUNDER bug after fast-forward
    - Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on.
    - Fixed lua error when attempting to reload a magazine when there are no bullets in inventory.
    - Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes).
    - Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls.
    - Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door.
    - Fixed hitting trees through walls.
    - Fixed zombies runners not running toward a sound (breaking windows, TV..)
    - Fixed zombies runners running in circle around you.
  6. Like
    halkaze reacted to Magic Mark in IWBUMS 41.21 RELEASED   
    Man, this insulation stuff is painfully unrealistic and punishing. For reference, I live in a Canadian mountain town on Lake Superior - I know Northwestern Ontario cold. Today is a warmer day, we we were at -3 for our high, and I was fine wearing 1 down jacket over my shirt - not sweater - and usually replace the former with a hoodie when I leave work for the day. The fact that I have to wear 4 layers of clothing to survive spring in Kentucky is both absolutely hilarious and terrifying.
     
    I look forward to your next patch - hopefully this gets heavily rebalanced. Other than that, there is a ton of great detail here. I'm surprised with how much potential this system has.
  7. Like
    halkaze reacted to nasKo in Zedsgiving   
    Hey everyone, here’s a quick update on where we are with the current IWBUMS beta process. We do hope you’re well, and wish all Americans a happy Thanksgiving today – even if many of the PZ team only really know of it via films and soft focus television comedies from the 1990s.
    41.21 PATCH
    We patched the current IWBUMS beta on Tuesday, which was a version that contained:
    Visible bandages A new ‘inspect clothing’ UI and improved tailoring Randomized vehicle events to come across on the highways of the Knox Event Improved Studio and Kingsmouth challenges Insulation/temperature system changes Loads of balance and bug squashes Annoyingly this patch also came with its own measure of bugs, and we had to spend a day hotfixing players who couldn’t survive through winter due to INTENSE SUFFERING and also a savegame issue.
    These issues should now be fixed, so if you’re still having problems with them then please double-check your system has the very latest version of the IWBUMS beta by verifying files or reinstalling. If problems remain then please let us know on the forums.
    UP NEXT
    We’re slightly behind schedule in our new weekly patch release schedule, what with the above issues, so the next patch probably won’t be quite as bumper as recent ones have been.
    However it should contain the return of rusty cars, more and improved vehicle events on the roads and a QOL looting improvement that displays all containers in a 3×3 area around the player – which should also make corpse looting a lot less fiddly.
    EP has also, meanwhile, been experimenting with a function that provides  a radial menu for hot bar slots – that then lets you choose an item to equip in that slot.
    UP SOON
    Regular readers will recall that last week we were debating whether to put Zac’s work on the improved character fidelity and optimization into cold storage – which would then allow us to throw him into the mix on work on the much-awaited (but still not at all imminent, we’re afraid) Build 41 MP.
    However, in the past week he’s slayed a whole bunch of rendering demons and the whole thing is looking a lot more positive. Here’s a video from his branch showing where he’s at right now. He’s really made some headway in the past week, and the seams and fuzz that were cropping up are increasingly in check.
    Another big ticket item that’s on our list for the full version 41 release, meanwhile, are Yuri’s improved fire visuals. Working with assets made for us by a lovely effects specialist called Dan, this is the current look we have for in-game fire.
    PLEASE remember this is still work in progress – and currently not tied to the actual PZ fire and firespread system.
    Yuri is currently optimizing the fire for low-end systems, and is also implementing his fire effects in script, which will allow the community to easily upgrade and create their own visual effects.
    That’s about it for now, but many thanks for all the enthusiasm we’re still (still!) seeing for Build 41. The last month has seen the highest average player count we’ve ever had for PZ – beating the full vehicles release by quite some way, and the animations build isn’t even fully released yet!
    It’s great to see that people are digging it, and exciting to think what the MP scene and modding potential will be once it’s fully out in the open.
    This week’s image from MrSopal on Reddit. 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!
  8. Like
    halkaze reacted to lemmy101 in IWBUMS 41.18 released!   
    Because.... *looks at rest of list* we've got a lot of stuff on and can't do everything at once, don't have anims yet, etc etc. but thought we'd add this quickly just so people could deal with broken glass?
  9. Like
    halkaze reacted to nasKo in LAZEOID   
    Hello everyone! Lazy Thursdoid this week while we can get away with it, IWBUMs are out and for the most part everyone seems to be really happy with how its going. A few much more isolated issues to resolve on low end PCs and Mac, Linux builds. It sucks and we promise we’re working on them, if there’s anyone out there who feels they haven’t been responded to about their issue, chances are we’re already aware and are working on solving it or getting hold of a similar spec ourselves to debug on. Otherwise, people seem to be responding very positively, and player counts, reviews and everything seem to be very active. Exciting times!
    We released 5th patch to IWBUMs yesterday, and boy was everyone really happy to see the increased soap spawns! We seem to have licked all the specific performance related issues, and now only need to improve general performance with skeleton sharing between zombies in hordes. This will happen during IWBUMs at some stage, but is a bigger task than some others so we’ll see at what point it does drop in.
    We feel our naming scheme for the playstyles has been a lot more successful than previous attempts, the hotbar system has been going down a storm. We’ll carry on polishing, balancing and fixing until we’re finally ready to start testing the multiplayer code (no timescale on this, it really does depend on a lot of factors) and until then… enjoy!
    This week’s image from Vic on Steam. 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!
  10. Like
    halkaze reacted to Zorak in IWBUMS 41.15 RELEASED   
    Ok, few things from me:
    The new build is great, thanks a lot guys.
     
    Now few things that im worried about:
     
    1) dont change ballance so fast. What i see here and at steam is that a lot of guys complain about difficulty after few days of IWBUMS... Play a bit more, try to adapt. Dont whine at forum becaouse you died 4 times in a row. Look at some youtubers, they are dooing just fine at survivor (apocalypse) mode. Its not 100% ballance issues, its you not adapting to the new game.
     
    2) I have mixed feeling about new game modes (brawler , survivor etc). Imo they will spread out, small, multiplayer community. I know that some players may have problems with new fighting mechanics. But instead of creating many "game modes" just utilize that skill system. Multi hit etc is cool, just merge that to fighting skill and/or strenght.
    You want to kill zombies - build brawler character and dont sellect brawler mode. That will also add a lot of deepth to multiplayer system and NPCs.
  11. Like
    halkaze 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/

  12. Like
    halkaze 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.
  13. Like
    halkaze reacted to lemmy101 in IWBUMS day 1 patch released!   
    Forgot to increment the version number and we have reduced devs today due to OMG FINALLY rest time, so forgive the lack of version change.
     
    – Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll).
    – Fixed exception in MouseState with 2-button mouse.
    – Fixed lua error with climb-through-window context-menu command.
    – Fixed solidtrans objects next to windowframes-without-windows being solid.
    – Removed 3D-models and 3D-corpses options to fix invisible zombie bodies.
    – Removed AutoZombieManager.java which adjusted the number of 3D models based on performance.
    – Fixed exception with “New Roof-Hiding” = No option that causes black screen outside.
    – Fixed “welcome to build 41” being off-center.
    – Possibly fixed rainbow-colored bodies on Mac OS.
    – Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish (and potentially other) locales.
  14. Like
    halkaze reacted to trombonaught in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Overall- love it!
    Observations and bugs after playing through a day (disclaimer- this on MacOS, survivor):
    1. Pants, jackets- only pants and shorts work, textures break on others and all attempted jackets (limbs turn to single hue of green, yellow, red, or blue)
    2. Movement feels unresponsive- felt a need for faster initial acceleration, especially when accelerating at new angle of rotation, when the circle-dance also comes into play and really slows you down.
    3. Zeds turn invisible on defeat. Still able to view inventories.
    4. Zeds have invisible limbs, or monochrome limbs/faces (probably because they are wearing the gear mentioned above)
    5. When sneaking, E opens doors but not windows. Is this new?
    6. Equipped items- have no "drop" option (unequip only). Is this new? Unequip + drop feels unnecessary.
    7. Cursor- Combat targeting seems out of place. Pulling grass, opening windows appears to operate at the point of the cursor rather the plane below the cursor. Seems odd to have to internalize different planes for different actions (referring to the targeting reticle that appears when sneaking/aiming). This may have always been the case, but with the importance of head stomping, it now seems problematic.
    8. Lights- no effect indoors? Played around with a few settings, but nothing seemed to make a difference.
    9. Blood accumulating from zed smashing appeared greeny blue on player skin and clothes. (Or maybe that's just what zed blood looks like! Nothing wrong with that!)
    10. Head stomp- LOVE it. Really makes luring away zeds one by one a much quicker process- a welcome relief given the new gratifyingly dangerous threat posed by anything more than 2 zeds.
     
    Lots of good things to say but that list is too long so... gerd jerb.
  15. Spiffo
    halkaze reacted to Batsphinx in RELEASED: Build 40   
    NEW
    Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year New shaders for times of day and seasonal effects Storms that move over the map Fog and mist that clears during the day Rain and snow now look like they hit the ground. Rain then disappears, and snow fades out. Improved snow and snow effects. New isoRegions system to detect an enclosed area - player-made or dev-created - to keep weather effects on the outside New player character temperature system New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now. New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard. New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items. New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers. Reflective windows on vehicles Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground) Added 'sway' wind sprite effects for trees and vegetation that increases/decreases with wind speeds(default on, can be toggled off in options)  Added 'shake' sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation. Added new Spiffo survival guide entries about weather. 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. Game now saves the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \ Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..) Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join. Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation Added climate and weather MP admin panels. Many climate values can be now be ticked to override what's happening on the map. Values set by admin will override any values set by climate system, weather and mods. System also shows current weather information, and gives options to stop it. Added BloodSplatLifespanDays server option to remove old blood-splats. Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible. Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel. Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart. Updated community translations. Also updated translations with the display names to aid the process. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added separate Shadow extents from vehicle extents to allow for better shadows Updated fonts to bold to aid readability. Added a way to edit Admin powers (invisible, godmode, no clip, unlimited carry etc) in the in-game admin panel Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a second pass of floor shading, so it is a help to low-spec users.] Added Display option to disable the new roof-hiding feature for low-spec users. Shaders now used to draw wall + stencil + lighting in a single pass. Difficult to tell how much FPS boost this results in, but could help. Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP Updated menu screen with vertical rather than horizontal options - due to problems with taskbar in latest Windows Updates. Added a UI to display status and error messages when attempting to connect to a server. Vehicle dashboard now displays headlight icon in red if headlights are switched on but aren't working. Added tooltip for Light Fire when Notched Plank is in inventory but not the other item required for lighting a fire. Added Loot All and Transfer All commands to the inventory context menu when using a controller.  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Increased the height of tooltip progressbars. Added being able to rest/sleep on picnic table (considered as a bad bed.) Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane items to the loot table. Added a way to dismantle car wrecks (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Added missing nutrition values to medicinal herbs and condiments. Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers) Lowered the alarm clocks a and digital watch wake up distance. Added "Very Low" choice to CarSpawnRate Sandbox option. Increased VOIP range  (fade and falloff) Bowls of soup now affect thirst. Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used. Changed in-vehicle visibility cone for when player drives through weather effects. Cone now extends based on darkness value. Player can now sleep in a car that has its engine running. Added Packaged=TRUE to Remoulade so nutrition info is visible. Renamed Disinfect Bandage recipes to Dinsinfect Rag for Ripped Sheets. Increased the distance zombies spawn in newly-seen rooms when the player is in the same building. This is to fix zombies spawning right in front of (or sometimes around) the player in the large open rooms in the Mall. Renamed Metal Tube into Metal Pipe. Removed Pipe (plastic one) from recipes/dropping table, and now use Metal Pipe instead. Improved the appearance of crafting tooltips. 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. Added several missing vehicles zones (McCoy, Fossoil) & improved gas station vehicles spawning. Car-battery charger is now placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item now requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.  Repair Engine and Take Engine Parts now show progress bars and flash Success/Failure. Drunk moodle now has an impact on driver steering input Updated map to improve zombie density in some farmland and rural areas.  Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride. You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added Added chevrons on character screen next to the weight to indicate if weight is increasing or decreasing. All vehicle doors may be locked/unlocked from inside without requiring a key. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. Piped items (sinks, toilets, baths..) now require a wrench to be moved. A moveable item requiring no skill now have a 25% chance of breaking instead of 75%. After placing a water piped item you now need to plumb it back before being able to use it (require a wrench & a building or fully enclosed player built house). Weather now impacts on chances of starting the car (specially on low quality engine, the colder, the harder is to start).  
    MODDING
     
    LoadVehicleModel lua function and re-calc spawn chance added to aid players who want to mod in new/individual cars. Mapper-placed generators are now functional objects when first loaded. Changed spawnchance for vehicle type definition from an Int to a Float. Added mod options for climatemanager  
    FIXES
     
    Fixed character info UI exception when admin assigns a profession to a formerly profession-less player. Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor. Fixed ancient font kerning bug. Fixed "Loading..." message appearing briefly when continuing an existing save. Fixed resize bug with the server browser that made the tabs unclickable. Fixed missing scrollbar in the New Game screen. Fixed duplicate scrollbars in some server-settings editor lists. Fixed "Lage Metal Shelves" typo. Fixed house with missing walls near 14070,5200. Fixed rendering hidden moodles every frame. Fixed unused duplicate ISInventoryPage.refreshBackpacks() Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT. Fixed bug that could result in invisible 3D corpses. Fixed invalid RGB values used in TextManager.DrawString(x,y,str) Fixed GC created while loading files and some related to textures loading. Fixed unoptimized TextManager.getFontFromEnum() Fixed splitscreen players not being able to wake themselves up with less than two controllers active. Fixed exception playing zombie sounds when a zombie's current square is null. Fixed server sending smash-window packets to distant clients. Fixed outright carmageddon when vehicle ids become negative after a long time running. Fixed "Drop" option appearing for non-droppable moveable objects in inventory. Fixed not being able to pick up corpses behind tall windows. Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed. Fixed "Peanut Butter and  Sandwich". Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab. Fixed calculation of the amount of condition restored when fixing things. Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes. Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes. Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1). Fixed being able to equip weapon while running. Fixed lack of ability to plaster and paint a wooden pillar. Fixed campfire spawning items. Fixed painting a wall not removing a blood splat on it. Fixed progress bar not showing when adding an ingredient in an evolved recipe. Fixed not being to craft battery connector for some movable items. Fixed GameClient.receiveItemListNet() using short instead of int ids. Fixed "Level Up" button in Player Stats admin UI not updating target player. Fixed IsoObject.save() handling of Attached sprites. Fixed exception reading a map chunk when an object without a sprite was saved. Fixed client exception taking a bag off the ground shortly after transferring items to/from it. Fixed being able to dig graves from a vehicle. Fixed wrong nutrition value for PanFish. Fixed various wrong container items spawning. Fixed not being allowed to take more dirt from the same spot. Fixed appropriate tiles not being seen as "Gravel". Fixed carpentry/metalwork/walkto context option being available while inside a vehicle. Fixed being able to dig with hands and shovel from a car. Fixed a bug when trying to eat an item that was no longer there. Fixed carpentry door option not being disabled if nothing could be built. Fixed typo "You killed 0 zombie" into "You killed 0 zombies". Fixed server sending (most but not all) vehicle packets to distant clients. Fixed server sending multiple packets when brake lights turn on/off. Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player. Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while. Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs. Fixed being able to move the health body status everywhere. Fixed some wrong/missing parking lot zones. Fixed campfire container icon not being displayed. Fixed speed controls clock button being too fast. Fixed client sending 20KB checksum string to the server. Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods. Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options. Fixed SystemDisabler.doAllowDebugConnections being set to true Fixed headlights on Sportscar being incorrectly positioned Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical. Fixed physicsDelay and physicsDelayServer transmitting incorrectly Fixed Function UpdateLimit.Check incorrectly calculating delay time. Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch. Fixed Van sliding around map even without brakes and tires Fixed debug log message "VID=__ force=__" on server Fixed vehicles that can be rammed to turn over and float above zombies Fixed shell texture being set to null for special vehicles Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired Fixed 'Cone of light' from vehicle headlights being too narrow Fixed not being able to get into cars that are tightly packed in parking lots Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side Fixed Van/VanSeats missing textures for uninstalled rear doors Fixed Van/VanSeats missing textures for uninstalled middle doors Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network. Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152) Fixed plants clipping through the car Fixed trash sprite being rendered above the car Fixed visual anomaly after re-loading a Host server and driving Fixed passengers sometimes not being able to exit from vehicle after travel. Fixed the wrong render of "Random" - Button In "Customise Character" menu Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely Fixed zombies hit by a turning car snapping to a different position Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement Fixed issues with how Zombies walk between several sources of sounds. Fixed incorrectly displayed position of vehicle after collision with another car. Fixed cars floating to the ground when spawned Fixed some car texture issues Fixed the game sometimes not reacting to some keys (V and Esc) Fixed horn (Q or V menu) causing popping sound, as if several were being played at once Fixed clicking repeatedly while the game is saving can causing it to lock up Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle. Fixed cars showing damage texture on parts but not in Mechanics menu Fixed some standing zombies not reacting to collisions with vehicle in MP. Fixed the 'Hours until death from zombie infection' not starting at the exact moment infection occurs. Fixed ambient sound emitters being played every frame and clogging the FMOD command queue. Fixed sound file name instead of GameSound name in AttackVehicleState. Fixed UIElements not getting onMouseMoveOutside callbacks sometimes. Fixed selecting text in UITextBox2 with the mouse. Fixed BaseVehicle.emitter not being removed from SoundManager.emitters. Fixed "0-12 hours" Sandbox setting killing instantly. Fixed server database editor not handling special characters in strings. Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait. Fixed vehicle exit positions not being blocked by obstacles properly. Fixed various door and window sounds not playing for remote clients. Fixed metalwork crafting sounds not using GameSound name. Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE. Fixed mechanics UI delay in showing textures when opened for the first time. Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file. Fixed multithreading bug with animation loading. Fixed missing RotateObject GameSound. Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen. Fixed street signs not showing the collided-with sprites Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb() Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database Fixed game characters with names in different registers being loaded as one and the same character Fixed position of Toggle Stove button in loot window titlebar with larger fonts. Fixed the new GameSounds UI not working with the controller. Fixed the lack of SFX when attempting to push a stationary vehicle out of the way. Fixed getting out of the van ejecting you a tile or two away Fixed admin commands not working with ' " '.  Fixed setaccesslevel not working anymore.  Fixed not being able to modify steamid column in whitelist viewer.  Fixed not being able to see some columns (including steamid) in the admin's whitelist viewer. Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist. Fixed it not being possible to enter vans through rear doors. Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first. Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning. Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible. Fixed farming tooltip rendering with different font sizes. Fixed ac/heater draining the battery when the engine isn't running. Fixed LayoutManager making a window visible without adding it to the list of windows. Fixed host losing admin accessLevel in splitscreen. Fixed swinging a weapon at a broken window granting the player XP. Fixed ac/heater draining the battery when the engine isn't running. Fixed Stick Trap using the wrong "closed" sprite. Fixed bad things happening when using the "Level Up" button in the player-stats admin panel. Fixed player not facing campfires when performing various actions on them. Fixed player animation not playing when opening a barricaded window from the non-barricaded side. Fixed missing context-menu option to remove metal-bar barricades. Fixed second farm-plant sprites not being used. Fixed not being able to place medicine cabinets over low objects like toilets. Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero. Fixed many duplicate invisible sprites being created for unspawned erosion objects. Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message. Fixed not being able to set access level on yourself Fixed the Admin cannot not being able to edit item and containers on players in admin inventory view screen. Fixed game crashing in FMOD_Studio_EventDescription_GetPath function with exception: getPath() != FMOD_OK Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character. Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen Fixed the character's appearance not updating when the admin removes clothing from the inventory. Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square. Fixed calculation of food age/freezing/thawing when the player turns a generator on/off. Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded. Fixed Survival sandbox presets having car locked & car alarm to "Never". Fixed "Base" module not being selected by default when using the items list UI. Fixed wrong calculation of unlimited capacity. Fixed BodyDamage.RestoreToFullHealth() not setting temperature to 37.0 degrees. - Fixed old lighting bug that caused flickering in some situations. Fixed evolved recipes using WaterPot as base item - they now require the WaterPot to be at least 3/4 full Fixed not being able to place or build things through an open doorway. Fixed creating ".project_zomboid_2.9.9.17" hidden folder on Linux Fixed target-picking cursors (such as the moveable-tools cursor) getting in the way when the player attacks. … Fixed SGlobalObjectSystem error when a thumpable is destroyed. Fixed name of sound that plays when a carpentry objects break. Fixed barricaded doors being disassembled and leaving the barricade behind. … Fixed Multiplayer Players UI and invite-friends UI being too transparent Fixed lighting not updating after teleporting in multiplayer. Fixed vehicles texture names in scripts being lowercase and uppercase in file system Fixed LoadGameScreen exception with the demo. Fixed bug with lightR/lightG/lightB sprite property value "0". Fixed update() getting called for MainScreen (and all its descendant UIElements) while in-game. Fixed FMOD Occlusion parameter not being set to zero when starting sounds. Fixed engine speed not setting to the engineIdleSpeed value when player press the brake button. Fixed vehicle turning radius when accelerating is very large Fixed not being able to add players to Factions when they were connected before you on the server. Fixed the /createhorde function crashing servers by limiting zed spawn to 500 Fixed AddItem command needing username to generate an item. Username and count no longer required. It's optional now. Fixed small car idling at 2000 RPM Fixed profession change by Admin transmitting to all players in MP. Fixed addvehicle "Base.SportsCar" "EnigmaGrey" command not working without quotes Fixed player not needing an account password when connecting to a server. Fixed not having the "edit admin power" button in the admin panel. Fixed some spawned tiles by Erosion not being able to be removed. Fixed commands that have no parameters send 'wrong arguments' message Fixed Items List Viewer layout with larger fonts. Fixed profession icon overlapping trait icons in the Info panel. Fixed missingpzexe.jar and sqlite-jdbc-3.8.10.1.jar Fixed presence of old unused java libs Fixed co-op host being allowed to enter commands in the Lua debug console when not admin. Fixed car/tire_explode -> VehicleTireExplode. Fixed headlights providing a cone of lights even if they're off / broken. Fixed empty wine bottles not being refillable with water. Fixed sound delays and volume issues by rebuilding .bank files. Changed short sounds from Streaming to Compressed and longer sounds to Streaming. Fixed Server Toolbox appearing underneath the top-left icons. Fixed resetting fatigue, endurance, and body temperature to default unless in God Mode. Fixed connect-to-server ui not resetting the game to singleplayer in case of error. Fixed connect-to-server and xp-bonus arrows animating at high speeds at different framerates. Fixed obsolete items showing in the Items List Viewer. Fixed nutrition info in Food tooltips in debug mode showing when the Tooltip.Info debug option is checked. Fixed potentially having more water than was available at the start when cancelling the pour-on-ground action. Fixed water bottles not filling to capacity when less than 1 unit could be added. Fixed vehicle brake-light texture indicating working brake lights when the battery is dead/uninstalled. Fixed vehicle radial menu allowing headlights to be switched on/off when the battery is dead or missing. Fixed the game unpausing after hiding the changelog UI. Fixed missing vehicles_pickupvanlightsburnt.png Fixed issues with vehicle horn, lights, alarm and siren when the battery is dead or uninstalled. Fixed "ERROR: model texture "f_hair_White" wasn't found" on Linux and Mac. Fixed NullPointerException in IsoWindow.handleAlarm(). Fixed player equipping an already-equipped water bottle when filling it. Fixed Stone hammer not being usable when upgrading wooden walls. Fixed sheet rope typo. Fixed garbage-creating debug code in ZombieUpdatePacker. Fixed player not being able to see nearby zombies when very tired and/or panicked. Fixed frozen food spawning in freezers long after the power goes out. Fixed Invisible checkbox in Admin Powers ui not setting GhostMode on the server and several other places set GhostMode=invisible. Fixed gc with WorldSoundManager.getBiggestSoundZomb() Fixed zombies hearing players from far away. Fixed upgraded door frames blocking player movement. Fixed the delay before right-clicking starts aiming being shorter at higher framerates. (At 120fps, right-clicking to bring up the context menu could often initiate aiming.) Fixed player entering attack stance when pressing the Control key while the mouse is over the inventory window. Fixed the player aiming when the mouse is over the inventory tooltip Fixed fire and smoke sprites being drawn as part of the floor - being covered by snow etc Fixed items that should spawn in bags sometimes spawning in the container the bag is inside. Fixed adding bait to traps not working. Fixed 'Plays Baseball' trait not working properly. Fixed not being able to make a pot of soup with a canned mushroom soup. Fixed not being able to refill an empty Propane Torch Fixed 'GameServer.hitZombie() doesn't handle vehicles being hit by players' issue Fixed BodyDamage.FoodSicknessLevel going below zero. Fixed slices of Cake and Pie not inheriting stats from the original item. Fixed sound-related exception when smoking cigarettes or drinking from a bottle. Fixed a second-story room in the Mall that wasn't considered a room for plumbing/electricity purposes. Fixed zombies being immune to attacks while staggering backwards. (This is an OLD much-complained about issue in MP, so yay.) Fixed zombies with 3D models not facing the player when shoved. Fixed News.txt not being read from mods. Fixed passengers being able to fall out of a moving car in MP and be run over if they disconnect briefly Fixed a bug in SetPlayerLocation() which caused unnecessary work to be done. Fixed some tile properties in newtiledefinitions.tiles. Window frames with HoppableW/HoppableN. Wooden Bench -> Sturdy Bench. White Simple Chair -> Grey Plastic Chair Fixed seahorse cafe windows with invalid smashed / glass-removed offsets Fixed being able to display duplicates of some admin panels. Fixed gun sounds not being heard far enough away in multiplayer. (The radius is only set to 20 in FMOD.  Setting 'distanceMax' in sounds.txt. Overrides the value in the .bank file. Mods will need to set this value as well.) Fixed barricades not being removed when a window is destroyed by a sledgehammer. Fixed players with Deaf trait hearing house alarms. Fixed position of speed-controls in debug mode (which forces the clock to be visilble). Fixed player not facing microwave or stove when checking its settings. Fixed two bugs with spawning a random zombie in a barricaded bathroom. Fixed clean/disinfect crafting tooltips saying "Destroy" rather than "Use" for bandages/rags. Fixed two exceptions when pressing keys while the game is loading. Fixed speed controls briefly appearing in the wrong position when starting a game. Fixed not being able to sleep when not tired or recently slept when the server option SleepNeeded is false. Fixed being able to place multi-tile furniture where walls intersect the furniture. Fixed being able to place tents on squares that are blocked by vehicles. Fixed failing to check for trees when building some carpentry objects. Fixed learning from TV/radio when asleep Fixed not being able to create new username. Fixed unnecessary 'ban steam id' when banuser is preferable Fixed Coordinates parameter being used with 'add vehicle' command Fixed wrong calcul in Nutrition values (it'll be now easier to gain more weight if eating high carbs or lipids food) Fixed "Survived For" showing on the character screen if the player doesn't have a watch. Fixed weight display from being a float to being an int (no more 80.14 but only 80.) Fixed 'add vehicle' command not giving a vehicle to a player who hadn't included their name. Fixed wrong calcul in startEngine process. Fixed multiple VehicleFailingToStart sounds playing. Fixed scaling of lines when zooming indoors. Fixed some map issues: A house had a grass floor, a trailer had a TV on the same square as a kitchen counter, a building had no light switches in two upper floor rooms. Fixed doors/radios/tvs/windows sometimes having different states on clients and the server. Fixed ReleaseSafehouse command Fixed and refactored Grant Admin and Remove Admin commands  Fixed incorrect trunk size of vans with seats. Fixed wrong calcul in chance of uninstalling part resulting in sometimes damaging the part where it should be impossible. Fixed some ingredients left at -1 hunger reduction when adding them to a recipe. 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 weight-gain and weight-loss indicators appearing at the same time. Also fixed increased weight-gain. Fixed McCoy vehicles not spawning. Fixed red font for system messages and shout being hard to read Fixed exception when plastering walls. 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 flyingoff 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 not being able to open a vehicle's trunk at certain angles. Fixed exception when a zombie's square is null. Fixed an old SpriteRenderer bug, not sure if it hurt anything. Fixed appearance of selected hot/cold items in the inventory/loot windows. Fixed food temperature possibly going above/below container temperature. Fixed some UI layout issues with jumbo fonts. Fixed long strings overlowing comboboxes. Fixed some minor map bugs - light switches, doubled-up TVs, a building with no wall on second floor Fixed using string.match (string contains) instead of stringStart for the item list. Fixed some map bugs: missing walls, missing lightswitches, duplicate TVs. Fixed covered gas station that was considered interior. 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 some debug code running that is disabled in multiplayer. Fixed vehicle skid sound not playing in multiplayer. It only plays for the driver currently; remote clients won'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 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. 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 Fixed bushes only draw with floor when in a car. Fixed too few vehicles spawning in some places. Fixed vehicles being usable through closed doors, fences and walls. Fixed removing a metal-bar barricade giving a metal pipe. Fixed metal-bar barricades requiring three bars but only using one. Fixed error message when having no perks to move an item in tiledef. Fixed collapsed stacks of food not splitting into separate stacks when freshness changes. Fixed berry/mushrooms not being sorted into separate stacks by freshness. Fixed Delete key not working in the load-game screen.  Fixed problem with a DuffelBag items distribution.
  16. Pie
    halkaze got a reaction from Pandorea in BBQ can't turn off [40.25]   
    BBQ(Charcoal Barbecue) can't turn off.

  17. Pie
    halkaze got a reaction from junglistjim in RELEASED: IWBUMS Build 40.18   
    What's this Moving Green line?
     

  18. Like
    halkaze reacted to nasKo in Sasha’s Sense of Snow   
    Hey all, quickfire ‘what we’re up to’ blog today.
    We had an impromptu Community Megatest last night. It was really useful in terms of spotlighting a few things we need to iron out before we can release Build 40: namely some potential lag caused by extreme weather that we’re digging into, a ‘joining server’ error that some experienced and the ‘dead zombie leaves a weird graphical glitch’ issue which, admittedly, we already knew about.
    Internal testers have also flagged a few issues that *might* be an issue on Linux and Mac, so if you’re on those platforms and the new IWBUMS beta isn’t behaving then please let us know.
    Our plan is to patch these issues up over the coming days and then have another Megatest next week.
    As mentioned, we’ve just released IWBUMS beta version 40.21. Among other things this includes:
    Skybox generation for vehicle reflective windows. To give a better indication of what the weather and climate systems are doing, car window reflections now take into account: the time of day, the Global illumination colour, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground) Please note that the overall effect of this might be toned down a little, and that a primary motivation for this is also as it being a first step towards reflective-looking water – seeing as bodies of water for a long time have been one of the ugliest things in the game. (This will be a Build 41 or 41+ thing though)

    An ugly thing that we have addressed in the latest 40.21 IWBUMS, however, is more natural looking snow on the ground. Previously snow would appear in blocky tiles, but now Turbo has made it look far more natural when it gathers and melts away.
    Other new stuff added in the new beta version: temperature now has an impact on the chances of starting a car in super-cold temperatures (especially on low quality engines), less fiddly chat/admin options and some tweaks to how MP usernames work. As discussed last week, we’re biting the bullet in terms of Build 41 being the animation build – so that TEA aren’t playing endless catch-up with the main game. As well as preparations for the big switcheroo the guys at TEA have also been fixing issues like zombie outfits randomising and disappearing, renderer crashes and sorting out z-ordering issues so that bags are now drawn correctly.

    This week’s featured image from our tester Sasha, who’s awesome. 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. 
  19. Like
    halkaze reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    IWBUMS VERSION 40.21 RELEASED!
     
    Internal testers have also flagged a few issues that *might* be an issue on Linux and Mac, so if you’re on those platforms and the new IWBUMS beta isn’t behaving then please let us know.
     
    NEW
    Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground) Added more natural looking snow on the ground: Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \ Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..) Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join. Added clear console command for client and server Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation Added debug menus for weather, climate, bodydamage and stats - which can be opened with shift-backspace: https://www.youtube.com/watch?v=h6KdrMqzHrE&feature=youtu.be&t=14 Added more climate modding options Weather now affect chance of starting the car (specially on low quality engine, the colder, the harder is to start). Added more filters to characters used in player usernames (, / @ $) FIXES
    Fixed not being able to create new username. Fixed removed unused import and leftover debug lines. Fixed new players not being able to join server. Fixed unnecassary 'ban steam id' when banuser is preferable Fixed Coordinates parameter being used with 'add vehicle' command Fixed wrong calcul in Nutritions values (it'll be now easier to gain more weight if eating high carbs or lipids food) Fixed "Survived For" showing on the character screen if the player doesn't have a watch. Fixed weight display from being a float to being an int (no more 80.14 but only 80.) Fixed outside temperature from showing on vehicle dashboards. This became confusing when we also had the UI temperature showing. Fixed server message command. Fixed additem command. -u flag removed. Fixed 'add vehicle' command not giving a vehicle to a player who hadn't included their name. Fixed Banuser command Fixed output from help command not being alphabetical Fixed players not being able to execute commands if they have the correct rights. Fixed wrong calcul in startEngine process. Fixed multiple VehicleFailingToStart sounds playing. Fixed DebugChunkState not rendering weather effects. Fixed scaling of lines when zooming indoors. Fixed some map issues: A house had a grass floor, a trailer had a TV on the same square as a kitchen counter, a building had no light switches in two upper floor rooms. Fixed doors/radios/tvs/windows sometimes having different states on clients and the server. Fixed ReleaseSafehouse command Fixed and refactored Grant Admin and Remove Admin commands  Fixed incorrect trunk size of vans with seats. Fixed wrong calcul in chance of uninstalling part resulting in sometimes damaging the part where it should be impossible. Fixed some ingredients left at -1 hunger reduction when adding them to a recipe.
  20. Like
    halkaze reacted to EnigmaGrey in Men with Ven   
    This is where the fun begins.
  21. Like
    halkaze reacted to nasKo in Men with Ven   
    Hey all, here’s a quick run-down on where we’re at with Build 40 and beyond.
    BUILD 41+
    With the final touches being made to build 40, we’re now at the point of making a decision on what to do for the next build.
    The issue with huge features like our new animation and clothing system, and everything that comes with it, living on another code branch is you tend to have to play catch-up a lot. The developers on the base game add or fix things on the non-animation branch, those changes need merging in – and due to the vast differences in the underlying code due to the animations this tends to add in extra work for the four guys over at TEA working on the new systems.
    There comes a point you’ve just got to go all in and commit, or you’ll be playing catch-up forever. So (even though we have a few non-anim things ready to roll for Build 41 – like improved MP admin and gamepad functionality) as soon as build 40 is live and patched, we will be making the leap and merging in both the work we originally did, and all the extra animation tech that’s been worked on by TEA into the main development branch
    This will mean that every developer at Indie Stone, including the chaps at TEA and at General Arcade, will all be working directly on the same version, and the focus of the entire team will be shifted onto making sure the entire game functions with the new animation system.
    There is still a lot to do, there’s a lot of game there and things like cars and multiplayer will need some work to get functional, but this move will commit us and the next non-hotfix and non-patch build after 40 goes live will be the animations build.
    It also means that blog updates about it all (once the dust has settled from the big switch-over) will hopefully become a bit clearer and less dry and technical. As well as, say, this week’s news that ‘Zac has made improvements to the BlendField renderer to help visualise how the anims blend together’ we can increasingly show how the PZ gameplay we all know and love/hate is coming together with the new visuals etc. Which will hopefully prove less frustrating.
    Before this happens, though, TEA need to bed down a few things and prepare some documentation –and we need to get Build 40 out of the door and patched. So….
    PUBLIC IWBUMS BETA 40.17 RELEASED
    We just released version 40.17 to the IWBUMS beta, patchnotes for which are available here. We’re pretty much done with Build 40 at this point, but do need to smuggle in some more temperature balance and seasonal SFX.
    We’re going to do a new internal test build for 40.18 tomorrow with some required fixes for admin commands and the chatbox, with the intention of then releasing it to IWBUMS early next week so we can have one final Community Megatest to shake out any remaining cobwebs.
    There will, as always, be free PZ codes for people who help out – and due to the additions to the game mentioned below it should be a lot of fun. Please keep an eye on the forums for details.
    Turbo has added climate and weather MP admin panels that should make for some really interesting roleplay and gameplay opportunities on PZ servers. Storms, snow and fog can be triggered at will to cover the entirety of the map – as well as overall climate values can be now be ticked to override what the game has conjured itself depending on what time of year it is. Server admins can also play around with how night appears, whether the game appears in monochrome etc We’re hoping that it’ll be a lot of fun.
     
    Rain and snow now look like they hit the ground, which makes for a huge visual improvement. Rain then disappears, and snow fades out. Likewise, Turbo has also fixed how precipitation wasn’t clearly visible when zoomed in.
    There’s also a bunch of fixes including: issues with various in-game tiles, gun sounds not being heard far enough away in multiplayer, two bugs that spawned a random zombie in a barricaded bathroom and the ability to learning from the TV and radio when asleep. Full list here! This week’s van diagram from La_Chaise™. 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. 
  22. Like
    halkaze reacted to nasKo in Soda Scream   
    Thursday, Thursday one and all. We’re currently knuckling down on the Build 40 IWBUMS beta – as it’s pretty much feature complete at this stage, and are currently sweeping up as many issues as we can to package with the public release.
    To this end, we’ve just released IWBUMS beta version 40.16. In amongst the longer changelistof bug fixes and polish this version contains the following.
    Reflective windows on vehicles. Player temperature rework including better time control and overall system improvements, and clothing insulation values. This also includes a moodle to show, in extreme cases, wind speed and wind chill factor. Added ability to switch between Celsius and Fahrenheit Improved weather effects to show snow, rain and clouds being better reflected by windspeed. This is also alongside improved blizzard and storm effects, and more ‘vertical’ appearing rain so it appears less snow-like. Bug fixes including passengers no longer falling out of moving cars during short disconnects, the issue with not being able to refill propane torches, Q not attracting zeds, zeds appearing black on reloading, snow covering up fire tiles and upgraded door frames blocking player movement. It works on Macs again now. If you are one of our testers then please be aware of two issues while you’re playing.
    This version might come packaged with an issue on some graphics cards due to a shader issue. We have a Radeon 390 on our internal testers, and it’s playing up a bit. Please let us know if you have any problems, so we know how widespread an issue it is. If you are impacted, then please try turning off the Steam Overlay and see if it helps. EP has also fixed an OLD bug that had zombies being immune to attacks while staggering backwards. This might create other bugs though, so please let us know if anything weird happens around smacking zeds around with melee weapons We’ve compiled some guidance as to how the new chat functions work, and you can find them here on the forum. Hopefully there’s not too much wrong with it, as that would make a Russian man cry. That said, some functions might not be 100% yet, and likewise chat history will come in the next version. Still to do on Build 40 are tasks like adding admin control to the new weather and climate system – which we will then use in a Community IWBUMS Megatest to flush out remaining bugs and issues. We think the ability to accompany bans from servers with the sound of thunder might be quite fun, alongside the added RP value that a godlike control of the elements will bring. We also have a soundbank of seasonal effects that Turbo would still like to add in, if he has time before release.
    Elsewhere we have plans for upcoming features in future builds crystallizing now (the power network, car upgrades, some thoughts on the farming revamp etc), and clearly have the guys at TEA working on the animation system too.
    After we put out our guidance on how to get new vehicle mods into the game alongside the official vehicles then it’s been really gratifying to see them starting to appear in the Workshop. Please check out Filibuster Rhymes’ Used Cars, for example. Hopefully one car set of many to appear in the future.

    This week’s soft drink capitalism from Slurp Burp. 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. And finally, vaileasys and the wiki have gotta know, where’s your favourite location in Project Zomboid?
  23. penisham
    halkaze reacted to nasKo in Beeverdoid   
    Hey all, Thursday greetings.
     
    IWBUMS BETA 40.14 RELEASED
    We’ve just released IWBUMS beta 40.14, which is another release that’s primarily fix and polish – our current aim for the devs working on this build being to make lots of quality of life corrections and adjustments while Turbo finishes his weather/climate work and the version can get a full public release. You can see the patch notes here.
    To this end this version fixes missing raindrops, absent MP storms and other climate errors – while EP has also figured out the annoying sound volume and delayed sound issues, which should now be eradicated. The telepathic ‘terminator’ zeds trailing after players in MP that several of our IWBUMS testers have reported have also been stripped of their powers.
    EP has also made improvements to alleviate longstanding woes with zombies appearing in your vision cone all-too-late in large buildings like the Mall, and Yuri has made fuel caps more accessible through his vehicle anti-clipping force-field.
    EP has also been through all the various vehicle features and made them operate as you’d expect when the car battery is dead or uninstalled, also having them still operational until the car is powered down when the battery is removed and the engine is going. Another minor, but irritating and ancient, bug he’s figured out is the frozen food that’s been spawning in freezers long after the final power outage.
    Please be aware that SpiffoSpace remains open for IWBUMS testing. This server, based in France, has no password and can be found by anyone running the beta (access details here). Once we’ve added in some admin power over weather (admin-triggered storm/snow/fog etc) we will be coordinating a Community Megatest on here.
    IWBUMS NEXT
    Due for internal testing over the weekend and early next week, Turbo has redone the way the IWBUMS beta currently has changes in temperature, and resistance to hot and cold, impact on the player. Although it works okay-ish currently, the edges were too rough – and deaths were often broken/cheap.
    His revamped system focuses on how resistance to the elements is calculated – and the way it takes hunger, thirst, worn clothing, wetness and exercise all into account should be a marked improvement. The temperature ‘safe zone’ range will be wider too, and the system takes ‘real time’ minutes into account rather than ‘game time’ – so fast forward peril is decreased, alongside being dead by dawn next to the embers of a camp fire.
    The next version will also improve weather visuals to better distinguish rain from snow, and add in temperature conversions – so our Kentucky setting gets its proper and correct Fahrenheit readings, rather than horrid old European centigrade.
     
    MUSIC MAN ZACH
    While the four guys over at T.E.A. continue to work on our new animations system, we thought it might be worthwhile mentioning the fifth horseman of that build: our music composer Zach Beever.
    Since animations are such a fundamental evolution of the game, we want a whole bunch of new music to bring players along emotionally with the new visuals. Zach’s been working with us for months now, preparing a whole host of new tracks, many including familiar themes and motifs from old favourites.
    Rather than drip them in one by one, and to give him time to work on them as a collective whole, we felt their impact would be far greater if they all went in together. To this end, behind the scenes, Zach has now completed 19 new music tracks, with more to come – and a part of one of the latest can be heard below.
    https://projectzomboid.com/blog/wp-content/uploads/2018/08/zacpreview.mp3?_=1
          For thoughts on his direction and inspiration for the music, we thought we’d ask the man himself.
    “When I began work on the soundtrack some years ago, part of the overall vision was to incorporate instruments that were totally removed from the Kentucky setting. The thinking was to mirror the massive shift in the world—that whole zombie thing—with an equally big change in the (expected) music. What could have possibly been played by the banjo and fiddle, for example, went to the tar and duduk.”
    “Recently, though, the team brought up a player’s suggestion to reexamine this and tie in aspects of the local music. This took some thought and a good bit of experimentation, as I didn’t want to upset the identity we had created for Zomboid.”
    “The result is a new set of tracks that, I believe, expand on the old ones faithfully—the mood is still there, but now we’ve got American-style sounds mixing with the more middle-eastern sounding ones. When everything’s heard together, I hope the occasional appearance of these instruments (and their distinct playing styles) hints at the past world.”
     
    VEHICLE ENHANCEMENTS
    Behind the scenes there’s currently a lot of conversation about revamps of existing systems (farming, last week’s thoughts on polishing the power outage etc) but something else we’re discussing are ‘survival-style’ skill and recipe-based enhancements to vehicles. To which end, we thought we’d float this image of our potential direction with this in front of the community – to gauge opinion and gather some feedback.
    Please note that this is NOT a final representation – it requires a full art pass, not to mention a lot of coding work that will likely come from General Arcade’s Yuri for a future build. It does, however, show how a modular model system could work – and we’d like your thoughts on it.

     
    PENISHAM FESTIVAL
    It’s currently the Annual Penisham Celebration on our forums. Feel free to join in, but be aware that Penisham will only be available for another five days.
    This week’s patriotism from GodImtrash . 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. And did you ever wonder how the Knox Event played out in the UK, well wonder no more…
  24. Like
    halkaze reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    IWBUMS version 40.14 released
     
    NEW
     
    Optimized Items List Viewer rendering (by not drawing items that aren't visible). Vehicle dashboard now displays headlight icon in red if headlights are switched on but aren't working. Added tooltip for Light Fire when Notched Plank is in inventory but not the other item required for lighting a fire.  
    BALANCE
     
    Added Packaged=TRUE to Remoulade so nutrition info is visible. Renamed Disinfect Bandage recipes to Disinfect Rag for Ripped Sheets. Increased the distance zombies become visible spawn in newly-seen rooms when the player is in the same building. This is to fix zombies seeming to spawn right in front of (or sometimes around) the player in the large open rooms in the Mall.  
    FIXES
    Fixed sound delays and volume issues by rebuilding .bank files. Changed short sounds from Streaming to Compressed and longer sounds to Streaming. Fixed climate net error Fixed thunder sounds not triggering on client and some vars not being set properly. Fixed missing raindrops Fixed missing weather translation Fixed Yuri's force-field on cars blocking player path to fuel cap Fixed the game is freeze if the game has stopped in debugger Fixed headlights providing a cone of lights even if they're off / broken. Fixed empty wine bottles not being refillable with water. Fixed Server Toolbox appearing underneath the top-left icons. Fixed resetting fatigue, endurance, and body temperature to default unless in God Mode. Fixed custom volumes for some sounds that were .bank files so they're now part of the sounds.txt file. Fixed connect-to-server ui not resetting the game to singleplayer in case of error. Fixed connect-to-server and xp-bonus arrows animating at high speeds at different framerates. Fixed obsolete items showing in the Items List Viewer. Fixed nutrition info in Food tooltips in debug mode showing when the Tooltip.Info debug option is checked. Fixed potentially having more water than was available at the start when cancelling the pour-on-ground action. Fixed water bottles not filling to capacity when less than 1 unit could be added. Fixed vehicle brake-light texture indicating working brake lights when the battery is dead/uninstalled. Fixed vehicle radial menu allowing headlights to be switched on/off when the battery is dead or missing. Fixed the game unpausing after hiding the changelog UI. Fixed missing vehicles_pickupvanlightsburnt.png Fixed issues with vehicle horn, lights, alarm and siren when the battery is dead or uninstalled. Fixed "ERROR: model texture "f_hair_White" wasn't found" on Linux and Mac. Fixed NullPointerException in IsoWindow.handleAlarm(). Fixed player equipping an already-equipped water bottle when filling it. Fixed Stone hammer not being usable when upgrading wooden walls. Fixed sheet rope typo. Fixed garbage-creating debug code in ZombieUpdatePacker. Fixed player not being able to see nearby zombies when very tired and/or panicked. Fixed frozen food spawning in freezers long after the power goes out. Fixed Invisible checkbox in Admin Powers ui not setting GhostMode on the server and several other places set GhostMode=invisible. Fixed gc with WorldSoundManager.getBiggestSoundZomb() Fixed zombies hearing players from far away.
  25. Like
    halkaze reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    Build 40.11 released!
    (One version skipped as we had to update this twice behind the scenes)
     
    NEW

    New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.
    Updated FMOD to 1.10.08

    FIXES
     
    Fixed Items List Viewer layout with larger fonts.
    Fixed RoadRage and SundayDriver traits not being mutually exclusive.
    Fixed profession icon overlapping trait icons in the Info panel.
    Fixed missingpzexe.jar and sqlite-jdbc-3.8.10.1.jar
    Fixed presence of old unused java libs
    Fixed "wrong server password" when host starts a Steam coop server.
    Fixed unclear main menu items 
    Fixed co-op host being allowed to enter commands in the Lua debug console when not admin.
    Fixed car/tire_explode -> VehicleTireExplode.
    Fixed main-menu lighting not being timed to the music when the music library was set to Random.
    Fixed PZPopMan.dll/.dylib/.so not being in Steam build scripts.
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