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halkaze

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  1. Like
    halkaze reacted to Burger_Time in 40.9 — Vehicle's collision is too big.   
    What am I need to write? Collision is too big compared to the car's model.
  2. Like
    halkaze reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    Build 40 has been released onto the public 'I Will Back Up My Save' IWBUMS beta.  For information how to access this, please go here.
     
    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 New 'A Storm is Coming' and 'The Mist Descends' scenarios  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. 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. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. New car-battery charger that is placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item nos 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 progressbars and flash Success/Failure. Drunk moodle now has an impact on driver steering input 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. Many UI changes to handle different font sizes. Added context-menu font-size option. Warnings now displayed on button tooltips in the Mods screen. Added UIFont.DebugConsole for the lua console which doesn't handle larger fonts. Added a setColor function to BaseVehicle.java. Added DebugOptions.WorldStreamerSlowLoad to simulate slow map loading. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added a way to dismantle car wreck (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added seperate Shadow extents from vehicle extents to allow for better shadows You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Updated fonts to bold to aid readability. Re-exported the map for 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. Added a way to edit Admin powers (invisible, godmod, no clip, unlimited carry etc) in the in-game admin panel Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added 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. Shader 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 Added an eight-second timeout while waiting for the checksum response from the server. Added player body temperature info to moodles 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. Added a chevrons on character screen next to the weight to indicate if weight is increasing or decreasing. New driving-related traits  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Increased the height of tooltip progressbars by 1 pixel. 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 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 & 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 when driving through weather effects. Cone now extends based on darkness value. Metal tube added to dismantle car wreck loot table. Player can now sleep in a car that has its engine running. Moved the ServerToolbox (and Lua DebugConsole) close buttons to the left to match other windows. Improved vehicle handling  
    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.  
    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 error loading zomboidSmall font on Mac/Linux. 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 mome 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 ' " '. - Romain  H. Fixed setaccesslevel not working anymore. - Romain  H. Fixed not being able to modify steamid column in whitelist viewer. - Romain  H. 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 teleport command only accepting the first argument Fixed Admin tab can leaking messages if a different stream is supplied. Separate history also introduced. 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
  3. Like
    halkaze reacted to nasKo in Zombies in Bloom   
    We’ve just updated the public weather build beta to version 40.7, which will probably be the last one before we widen it out to the more heavily subscribed IWBUMS public beta channel. (Steam beta password is ‘weathertestbranch’ for those wanting to check it out.) Primary new features in this include:
    Turbo has hooked the Winter is Coming game mode to the new climate system. After three full days of preparation time a powerful weather period is generated, that will always feature a blizzard. The mode will still follow seasons, of a sort, with the mode’s ‘Summer’ having a high temperature of 0 degrees centigrade, and the ‘Winter’ dropping to -30. A time-lapse of the initial Blizzard in Winter is Coming can be seen below.
    Before the public release of this build we will likely also add in an Endless Night and Mega Stormy scenarios too (names placeholder!), and likewise experiment with zombies being attracted to the rumble of thunder.
    Placeholder moodles have been added to show the ‘heating up’ and ‘cooling down’ of player temperature, but this will likely change to being shown on the player health screen. We don’t want this aspect of the game to become too distracting and micro-managey, and don’t feel that an over-population of the moodles is entirely the way to go. [In the meantime, however, they are quite useful for tracking impact of the WIP system. This build hopefully nerfs some of the more extreme impacts of temperature too.] RJ has coded a new MP Admin UI to help server owners quickly search through, and spawn, items. It looks a bit like this.
    Stas has continued to update his new chat system – and this version has a bunch of bugs fixed that have arisen in testing, alongside a much neater fade-in and fade-out for the input field. New car stuff: When dismantling a car wreck metal items are now spawned on the ground instead of player’s inventory. The player can also now sleep in a car that has its engine running, and Turbo has also played around with the visibility cone when driving through more intense weather effects. General Arcade’s Yuri has also exposed various elements of the vehicle code to modders, essentially rewriting stuff like LoadVehicleModel and vehicle spawn governance, in lua. This will aid modders who want to add in new/individual cars to operate alongside the existing ones of the vanilla game. He has also written a guide for this, which will go onto the forum in the coming week. The full changelist for 40.7, which also contains a lot of handy fixes and tweaks, can be found here. If you missed the full current changelist for the version 40 weather beta last week then that can also be found here.
    [As mentioned in the last blog this build also contains a system that converts items placed by mappers into in-game objects, the rethought soundbank system, an improved car battery charge system, in-game sandbox options for MP admins more readable fonts and players damaged by vehicles in MP.]
    Elsewhere we had a productive anims meeting with Bitbaboon Mark and the team at TEA this week, with work like a tidy-up of the state system, improved documentation of current player functions, a motion extraction build for Martin the Animator to play around with and an investigation into depth buffer usage to help with model issues all now being worked on over in their HQ. (None of it sexy stuff, but all of it necessary and in good hands.)
    Meanwhile RingoD is now helping out Mash when it comes to Louisville, and in particular the suburbs, creating house variants on what we already have in-game so that when the larger urban area finally arrives (as we’ve said before, this is a huge project so will be several public builds away at least) the expanded number of buildings won’t feel cookie-cutter.
    This week’s roof garden from Eddie. 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.
  4. Like
    halkaze reacted to Batsphinx in WEATHER TEST BUILD - New thread and full changelist for 40.6   
    PLEASE NOTE: This build introduces new 'cooling up' and 'cooling down' info to the moodles. This is relatively placeholder, and this information will likely appear in the Health Panel in future builds.  It might be handy for seeing what's happening with the new system and playtesting though.
     
    WEATHER BETA 40.7 RELEASED
     
    NEW
     
    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.
    Added new placeholder moodles to show 'cooling up' and 'cooling down'
    New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items.
    Changed Chat settings icon to a 'gear' image
    Chat and input field now fades fully and looks better

    BALANCE
     
    Weather system: heat damage removed, and safe zone temperature range for heat increased slightly. Cold damage also adjusted.
    Changed in-vehicle visibility cone when driving through weather effects. Cone now extends based on darkness value.
    When dismantling a car wreck metal items are now spawned on the ground instead of player's inventory.
    Metal tube added to dismantle car wreck loot table.
    Player can now sleep in a car that has its engine running.
     
    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.
     
    FIXES
     
    Fixed @Zomboid and @Discord being in chat messages, as they're color coded in Zomboid AND sent by a bot in Discord
    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 not being able to start the car while drunk.
    Fixed being drunk impacting on driving way too much.
    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 emoticons not showing in radio broadcasts over player head
    Fixed speech above player heads not being visible after player death
    Fixed chat exception after player death
    Fixed chat input resetting after 5 letters when slash is pressed
    Fixed lock icon being wrong sometimes
    Fixed messages from discord which contains # symbol not showing okay in the game chat
    Fixed messages in discord from the game taking up a lot of space
    Fixed double server response on server command
    Fixed minor chat bugs resolved.
    Fixed tags <> in chat showed in chat sometimes
  5. Spiffo
    halkaze reacted to Batsphinx in WEATHER TEST BUILD - New thread and full changelist for 40.6   
    Hey all, we've just updated the Weather beta and collated a full changelist which can be found below. Due to the size of the changelist I thought it best to start off a new thread. For details of the handy weather debug tools present in this build please check out the old thread.
     
    How do I join?
     
    Steam beta password: weathertestbranch
    Steam beta name: weather
     
    What still needs to be done before this goes into the wider IWBUMS test?
     
    There are still a few issues we'd like fixed up - some of which have already been committed backstage, but haven't been tested. There's an annoying shadow flicker lighting bug and some chatbox issues that we've put in, but aren't in this build yet. Likewise we need to fix some unfair deaths from exposure/temperature, and while we're at it stop indoor players getting wet when it rains.
     
    What's the current changelist for the weather beta / Build 40.6?
     
    Here you go:
     
    ---------------------------------------------------------
     
    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 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. 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. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. 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 nos 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 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. Many UI changes to handle different font sizes. Added context-menu font-size option. Moved the vehicle zone definition over lua for modding purpose + refractoring it a bit to be more user friendly. Warnings now displayed on button tooltips in the Mods screen. Added UIFont.DebugConsole for the lua console which doesn't handle larger fonts. Added a setColor function to BaseVehicle.java. Added DebugOptions.WorldStreamerSlowLoad to simulate slow map loading. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added a way to dismantle car wreck (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Metal currently appears in your inventory, but in future will appear on the ground. 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 You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Updated fonts to bold to aid readability. Re-exported the map for 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. Added a way to edit Admin powers (invisible, godmod, no clip, unlimited carry etc) in the in-game admin panel Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added 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. 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 Added an eight-second timeout while waiting for the checksum response from the server.  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Tweaked News_EN.txt Increased the height of tooltip progressbars by 1 pixel. 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 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 & 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.  
    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 error loading zomboidSmall font on Mac/Linux. 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 mome 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 ' " '. - Romain  H. Fixed setaccesslevel not working anymore. - Romain  H. Fixed not being able to modify steamid column in whitelist viewer. - Romain  H. 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.  
  6. Like
    halkaze reacted to nasKo in Hotdoid   
    A balmy/sweaty Thursdoid to you all. We’ve got what will be our next IWBUMS beta running backstage, but it’s a little too rough around the edges to put out properly just yet. Internal testing has flagged a few errors created by the new chatbox, some invulnerable zombies in MP and car spawns running pretty low – all of which would be pretty annoying for people even if they did know they were in the unstable version.
    If you are interested in checking out some of Turbo’s work on a simulated climate, storms, fog and temperature having a greater impact on the player though – the weather test beta is still open, and contains the backbone of what’ll be going into the wider community testing in the coming week(s). On top of tidying this up, then, this is what else is going on.
    RJ has been improving the life of our MP admins – tightening up some longstanding issues with admin commands, improving the Admin UI system (for example with a new screen that lets the user spawn items more easily, selecting from a menu system of categories and filters) and also fixing up some MP glitches with duplicating logs and the like. Our thanks to Ricky from the Good Old Dayz for his help and advice in this. [We will also have Bitbaboon Steve looking into MP Network optimization in coming weeks, once he’s finished up his work on our new internal build system.] Martin the Animator is now working directly with the four guys over at The Eccentric Ape who’re working on the new animation system – in particular with Zac in terms of identifying issues with the new AnimZed tool and suggesting improvements and systems that’ll make his (and modder) life easier. Meanwhile the rest of TEA are looking at issues like models not rendering correctly and Grant’s work on the state system. Martin, meanwhile, is using AnimZed to eliminate some foot sliding that’s crept in during anim code work and making player travel distance match feet movement within the animation – which itself will anchor a stable ‘anim speed’ for the whole project. Over at General Arcade, as mentioned, Stas is buttoning up a few chatbox issues as well as implementing a few suggestions that’ve come in from internal testers so that it follows wider gaming convention and the ‘muscle memory’ of everyone’s fingertips. Yuri, meanwhile, is following on his work on reflective windows and bodywork on vehicles (vid here if you haven’t seen it) with some general vehicle tidy-up: adding missing SFX from collisions, adding skid noises, improving some weirdness around getting in/out of some vehicles and also improving VOIP ranges. Our very own EasyPickins has been reworking how sounds work under the hood –  currently modders can’t override sounds in our FMOD soundbanks, while when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it’s tricky to raise/lower them independently. As such, from the next build all details about all the game sounds will go into media/scripts/sounds.txt – and stuff like parameters like min/max distance of them being heard will be found there too, while an in-game UI will let users change the volume of any sound they feel is too oppressive. EP has also been finishing off his work that makes items placed by mappers (campfires, BBQs etc) usable in-game. In the background to all this, Mash continues her mapping work on our version of Louisville – a task so big that it won’t be for many versions to come. She will, however, occasionally allow an image or two to escape from her travails.
     
    Two final items of note!
    RingoD has put a quick modder’s guide on how to reskin the current PZ vehicles on the forum. The PZ Wiki is getting some serious renovation under the awesome guidance of Vaileasys, which is needed now more than ever given the recent boost in player numbers that the vehicles release has brought about. He can’t do it alone though! If you fancy yourself as a wiki-editing maestro, then please check out the details here. This week’s zed-filled chink the defences from Starman. 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. Let us know how your visit to Spiffo’s panned out Lazy Joe.
    Bug squashing
  7. Like
    halkaze reacted to turbotutone in RELEASED: WEATHER TEST BUILD   
    Hi All!
    Here an full overview of current temperature effect on player as a whole including recent weatherbuild changes/additions.


    The player body tries to maintain an optimal temperature of about 37 Celsius. The average favorable surrounding air temperature for the body is set at 22 Celsius.

    The more the air around the player drops below 22 degrees the stronger the cold strength will become, and if above 22 degrees the heat strength will increase.

    To make sure the cold and heat don’t affect the body temperature body stats must be kept optimal and correct clothing worn.
    Cold.
    To resist cold:

    ·         Make sure to have a high clothing value (currently sweater, pants, shoes is optimal).
    ·         Hunger and tiredness affect body cold resistance negatively.
    ·         Sickness will lower your body resistance to cold.
    ·         Make sure you don’t get wet from rain, it will lower your body and clothing resistance to cold.
    ·         When outside, strong wind can lower the cold resistance but strong clothing will be able to counter this effect.
    ·         A good body fitness will have slight positive effect on cold resistance, bad fitness a small negative effect.
    ·         Drunkenness negatively affects the cold resistance, furthermore the more drunk you get you may not notice the first and possibly also not the second hypothermia Moodle giving you no early warnings to the negative impact.
    ·         When endurance lowers the body cold resistance increases a bit.
    When the outside gets colder the indoors of buildings will be a bit warmer and even more so during day. For the upstairs levels however this effect is halved.

    Car heaters, fireplaces and campfires that can be used to warm up have been altered a bit.
    Campfires can now be build inside houses without spreading fire if the following is true:

    ·         Tiles surrounding the campfire are not wood or carpet.
    ·         Tiles surrounding the campfire have no objects.
    ·         To be safe make sure there are no walls within a 2 tile radius of campfire.
    When outside heat sources have their radius halved and the colder it gets the smaller their area with a favorable temperature becomes.

    When severely undercooled note that car heaters and bbq’s and outside campfires help can staying warm with moderate cold, however when it’s really cold they’ll only warm up slowly. Heat sources inside buildings will be able to become much warmer and thus warm up at a higher rate.

    Also note that with optimal clothing and body resistance you can successfully resist cold surrounding air temperatures down to about 0 Celsius. If the air around you drops below zero you will always start to lose temperature, albeit more slowly, so you must warm up from time to time. And since the night tends to become much colder sleeping near a fire is recommended as well as stacking up a good amount of logs to prepare for winter.

    Heat.
    To resist heat:

    ·         Light or no clothing will help combatting heat.
    ·         Thirst negatively impacts heat resistance quite strongly.
    ·         Sickness will lower your body resistance to heat.
    ·         A good body fitness will have slight positive effect on heat resistance, bad fitness a small negative effect.
    ·         When endurance lowers the heat resistance lowers a bit as well.
    ·         When outside, wind can increase heat resistance a bit but this effect is cancelled out by strong clothing.
    ·         Wetness due to rain increases heat resistance for both body and clothing.
    ·         Drunkenness does not lower your heat resistance, but may cause the first 2 levels of hyperthermia to go unnoticed/ignored due to intoxication.
    When the outside gets hotter, the ground floor levels remain a little colder and can be used to cool off a bit. Higher levels tend to get hotter and remain fairly warm during the night.
    Insides of a car can get quite hot during the day as well (unless the cooler is on).

    When severely overheated drink water and stay inside on the ground floor with light or no clothing, or use a car air cooler to cool down more effectively.

    Hypothermia and Hyperthermia

    When level 3 is reached the body sporadically takes minor damage on random body parts.
    When level 4 is reached the body receives constant and greater damage on body parts.
    If the conditions are not improved you will slowly die.

    When level 3 or 4 of either is hit when asleep you will wake up from it.

    Other noteworthy mentions.

    Umbrellas now reduce the rate at which you get wet, and you’ll be able to get up to 50% wet.
  8. Like
    halkaze reacted to nasKo in Zombies in the Mist   
    Hey all, here’s the latest.
    WEATHER BETA
    Overall we’ve been getting some great feedback from the weather beta, with a few favourable mentions of it feeling a bit Silent Hill which is nice, and we’re looking forward to getting it properly into IWBUMS testing.
    In the mean-time though Turbo has just updated the public test beta of his current weather, climate, fog and precipitation work. This primarily fixes issues with disappearing fog, and also always keeps the ‘visibility radius’ around the player constant when shifting the camera view – and also carries some optimizations of the new system with it.
    An extra feature within the new beta update, meanwhile, is an improved approach to how the temperature impacts on the player and the player’s moodles – something that’s needed tightening up for a long time.
    Turbo’s work takes into account clothing, hunger, indoors, outdoors, thirst, being wet etc – all of which have a combined impact on the player body temperature. This will no doubt need a lot of balancing – so please drop feedback into the thread.
    FORTHCOMING IWBUMS BUILD
    Work continues under the hood for the next round of public testing – with EP getting down and dirty doing a full C++ rewrite of our Zombie Population Manager. 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.
    EP has also added a system to convert objects placed by mappers (both our own, and those in the community) so they can be used as functional game objects. Right now this covers items like barricades, campfires, and rain barrels but will be extended further.
    Over with our friends at General Arcade, meanwhile, Yuri has been implementing the ability for players to injure each other with vehicles – enabling hit and run incidents in MP. (This will clearly also be a server option, as griefing opportunities could potentially run high with it).
    On top of this Stas continues to improve our gamepad integration – working on new calibration and key-mapping options screens and the like.

    OTHER STUFF
    The nice gents at T.E.A. continue their work improving the new animation system – this week with Zac bringing animation blends into the AnimZed tool. This function will make it far easier to integrate future changes and combinations of animation states into the game for both devs and modders – something that’s been a part of the animation code for a fair while becomes a lot easier to access and toy with. As Zac explains: “while health is high, any state will play its Healthy variant (IdleHealthy, WalkingHealthy etc) but as the health drops, the same state will play the Wounded, and then Critical variants. In other words, a limping character will limp his way up stairs. He will not just limp to the first step, have a miraculous recovery and skip along up the staircase, only to resume limping at the top”. We’ll never add pooping to Project Zomboid, partly because it’d be fairly micro-managey – and latterly because the new animations required would be horrifying. That hasn’t deterred modder Nater from stepping up to the plate though. You can check out the Defecation Mod… here. Should you dare. Today’s trip to the mall from togogo33. 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. The CBOIT would like to point out that Zomboid contributor, tester, server-runner, tech support chap and all round good-guy Rathlord has released his own game. It lives here on Steam if you’re interested. Fanx!
  9. Like
    halkaze reacted to Brex in Zombies in the Mist   
  10. Like
    halkaze reacted to ethanx4 in RELEASED: WEATHER TEST BUILD   
    during the night the lights of the cars do not look good, if you could increase a little the brightness of the lights would be better. 
     

     
    PD: my english Is bad
  11. Like
    halkaze reacted to MaxD12 in RELEASED: WEATHER TEST BUILD   
    The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     
  12. Like
    halkaze got a reaction from ethanx4 in RELEASED: WEATHER TEST BUILD   
    You can see far with pan camera in fog.
     
  13. Like
    halkaze reacted to axeladalidez78 in RELEASED: WEATHER TEST BUILD   
    So now that there's wind in the game. Could the wind possibly cool down the player a lot faster? Like windchill?
  14. Like
    halkaze reacted to turbotutone in RELEASED: WEATHER TEST BUILD   
    Hey all,
     
    A new weather version is out now

    It contains a couple of fixes for some visual bugs and some fixes to the region system.
    Also has some optimizations for the indoor masking of weather particles.
     
    Temperature should also be properly hooked and the way it affects the player + moodles has been changed somewhat albeit still a bit wip (likely needs some fine tuning). A new debug panel for this can be opened with SHIFT+BACKSPACE.

    Gonna add some more info on this later on.
  15. Like
    halkaze got a reaction from DedpaUrvor in RELEASED: WEATHER TEST BUILD   
    You can see far with pan camera in fog.
     
  16. Like
    halkaze got a reaction from Hans A. in RELEASED: WEATHER TEST BUILD   
    You can see far with pan camera in fog.
     
  17. Like
    halkaze reacted to nasKo in Snow DaZe   
    Happy Thursday all. Work continues on two fronts: the stuff that was developed concurrently with the vehicles build that we intend to get out into an IWBUMS beta as soon as we can, and the stuff that the five guys over at T.E.A. continue to improve our new animations system with in terms of more flexible/data-driven code and an improved AnimZed animation tool to match. Let’s go round the houses then and see what’s new.
    WEATHER TEST BUILD
    As flagged on the PZ website last week, we currently have a public test version of Turbo’s new weather, climate, storms and fog system available for players to try out. You can find full details on how to access this in the forum thread.
    Initial player reports have been really positive – with people reporting that they’re feeling a greater sense of seasonal change and are feeling nicely hemmed in (and are having more difficulty driving) in heavy fog.
    The primary piece of feedback we probably need at this point is whether players feel some of the new time of day and season shaders are too intense or washed out – you can find details of the debug tools that’d be useful if you wanted to quickly check a variety out in the link above.
    Turbo has also just released an updated version of the test weather beta, which features a multiplayer component of his IsoRegions system – this should allow the information about enclosed player-built spaces across an MP network so fog/precipitation can only be shown in outdoor areas. Please note that this will break current saves on this test build.
    Turbo will now start to address some of the great feedback he’s received this past week in terms of bugs and suggestions, such as the occasional foggy starting houses and black lines that are visible on some zoom levels.
    NEXT IWBUMS
    In amongst the bigger headline features like weather and MP chat improvements currently in the mix, there a variety of smaller features and fixes also on the boil to benefit players, modders and admins. In-game fonts have been made bolder to help with legibility, car wrecks can now be dismantled with a propane torch and welding mask and we’re also tightening the difficulty levels of our more noob-friendly scenarios – as we can’t help but feel that some of our players are getting too easy a ride at first.
    Also fresh from the coding furnace, meanwhile, is EasyPickins’ in-game Sandbox Options Editor for server admins. This will allow admins to change in-game settings that don’t require a full restart, and should make managing a server for you and your friends a little more forgiving experience.

    T.E.A. WORK
    This week Zac has built a ‘Paper doll’ interface into the AnimZed dev/modding tool, as seen below this replaces a big list of numbers and toggles – letting you/us design zombie and survivor outfits for in-game use and testing in a far more user-friendly and efficient way. He’s also got 2D blends working in the tool, but still needs to work out the best way to visualize them in AnimZed.

    A lot of what T.E.A. are currently doing is improving the system, and adding flexibility, by making large chunks of it data-driven and greatly simplifying (and modularising) the player code. It’s complicated stuff that’ll make devving and modding easier, and should put the game and community in a good shape for many years to come. This has been Grant’s primary work with the ‘state machine’ recently, while Bitbaboon Mark (although we should probably call him T.E.A. Mark at this point) working out the best ways to transition the T.E.A. workflow over into the core PZ team.
    Our thanks to Mad Dan for his snow pic, and indeed just for being Mad Dan. 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.
  18. Like
    halkaze got a reaction from Keshash in RELEASED: WEATHER TEST BUILD   
    I don't know if this is on purpose.
    1. Even though I turn on the light, I can't see it at all. (cloud intensity = 1, at night).
     
    2.When fog occurs at night, it will be able to see dark places.
    BEFORE
     
    AFTER
     
  19. Pie
    halkaze got a reaction from Pandorea in Even though characters turn on the light, they are still dark.   
    Even though characters turn on the light, they are still dark.

  20. Like
    halkaze reacted to Strats in RELEASED: WEATHER TEST BUILD   
    - Overall, the experience seems to be very good! I had no problems with the shaders, although the morning shader could use a little more depth perhaps. After the fog evaporates, it makes everything feel too bleached. On the full moon nights, it would be nice if the shader was a little darker as well. 
    - In terms of rain/fog overlapping buildings, that system seems to be working nicely. I tested it out in larger buildings and I did not see any overlap there. Something that I did not anticipate, but that was annoying is how fog/rain/snow overlaps any rooms that you are looking into through a window from outside the building (mainly when you are right up against the window). It makes it harder to discern what is inside a room which, from the character's perspective, has no snow/rain/fog. 
    - One glaring bug that I did run into is that no matter the setting, the game starts with the power and water already off.
    - Otherwise, however, I did not run into any gamebreaking bugs in my first hour. My props to Turbo, this all looks amazing!
  21. Like
    halkaze reacted to Batsphinx in RELEASED: WEATHER TEST BUILD   
    This week we’ve been connecting the wires on the improvements and features that didn’t make it into the initial vehicles release, but have hit a few MP snags that have prevented us from putting them out into a new IWBUMS beta today.
     
    With that said, Turbo does need to get some feedback on the new weather/climate/storms/fog system, so we have decided to put out a time-limited new Steam beta of Turbo’s recent work for people on the forum to try out. This is not an ‘official’ beta, and won’t be around for long, but will be very helpful for us to hear reports on. The details are below:
     
    Steam beta password: weathertestbranch
    Steam beta name: weather
     
    Please note that MP functionality is not currently in-game, the debug windows described below are currently a system hog and you should not consider your savegame sacrosanct.
     
    This is a one-off beta that we’ll turn off once Weather is part of the usual IWBUMS testing process. Please put any/all feedback on bugs and your experiences playing with the build in this thread.
     
    You can play PZ as you would normally, experiencing the weather as it occurs on a daily and monthly basis, but for this build (and this build only) we have also included Turbo’s debug panels – details of which can be found below.
     
    So what feedback will be helpful for Turbo to hear back on?
     
    The overall experience of it, and any general bugs The feeling of starting the game in different seasons, and surviving through each. Autumn will generally have higher chances of extreme weather, while late summer moving into autumn will also see a good chance of the generation of large/tropical storms. Winter clearly will see more snow. Player opinions on the new shaders that give a better feeling of the time of day, and the time of year. Any issues with rain/snow/fog appearing strangely when you are inside a building. Any issues with rain/snow/fog around player-made buildings. A player-constructed building with walls/doorframe/windowframe/fences should fully mask fog – and if it doesn’t then please provide a screenshot of your base.  
    Please note that this is a 'realistic' climate system. Not every summer will be a scorcher, and not every winter will see snowfields.
     
    As mentioned, this is a debug build - so it also comes with a suite of (unoptimized) UI windows and functions for you to play around with.
     
    FX PANEL

    This is opened with SHIFT+BACKSPACE. Here you can play around with various values such as fog intensity, precipitation levels and precipitation type. Please note that to play around with these you will need to disable the ‘Climate’ manager or the simulated daily climate will overrule your changes.
     
    Please also note that fog enable through this method is for testing fog masking around buildings, and won’t look as good/varied as the fog generated by the virtual climate system – as it won’t take into account colour or desaturation.
     
    CLIMATE VIEW PANELS

    These both open with SHIFT+PLUS, and provide a stockmarket-type graph of the current/recent weather over hours (H1), days (D1) and months (M1)
     
    To see what values are running under the bonnet use the legend/panel on the right, and values turned on will be green. The panel below, meanwhile, displays additional info about seasons, cloud cover, etc.
     
    These panels are overall for the provision of information, but that said when you toggle "airMass" on, when it crosses the 0 middle line you will see weather generated when airmass switches from hot/cold.
     
    THUNDER PANEL

    This is opened with SHIFT+MINUS, but is only useful if there is a storm active. A geographical indication of where the storm is over the PZ map can be seen, as well as lightning locations.
     
    ISOREGION DEBUG SCREEN

    This is opened with SHIFT+0, and is being used by Turbo to detect when player-made buildings are fully closed off from the PZ map – and as such will allow fog/precipitation to surround structures, but not appear within them. PLEASE NOTE: this is a real performance hog, so may well slow down the game when turned on.
     
     
  22. Like
    halkaze reacted to EnigmaGrey in Zedlights   
    We released the Build 39 vehicles patch this time last week – release notes for which can be found here.
     This seems to have remedied the most pressing issues with Build 39 and 
    (given that we also don’t want to add any major changes to the pot 
    without enough testing) further tweaks and improvements will go into 
    Build 40.

    All of Build 40’s bigger features are already complete, if untested, 
    so we’re hoping to get it into IWBUMS public beta testing within the 
    next few weeks and for it to be a fairly quickfire version. As such a 
    lot of work in the coming week involves bringing work done while we were
     polishing the release candidate for Build 39 into the main 40 build – 
    stirring each ingredient in one after the other.

    First off Yuri from General Arcade has done a lot of work on MP 
    networking, vehicle clipping, floating cars, headlights, vehicle shadows
     and zombie reaction speeds – and then Stas’ new chatbox will also 
    finally get its time in the sun. Finally Turbo’s work on the new climate
     system, improved rain/snow/fog and general ‘greater sense of season’ 
    work will also be added to the mix.

    As we’ve discussed in previous dev blogs, Turbo’s final hurdle was 
    finding ways to make the new precipitation and fog visible through 
    windows – initially in pre-made buildings, and then with the trickier 
    proposition of player-made structures. Telling the game not to conjure 
    up internal fog in a constructed base was a big issue.

    As such, this week he has been finishing a system that can accurately
     detect player-made rooms and regions on each height layer – now the PZ 
    engine can properly detect if an area is enclosed by walls, windows, 
    door frames and fences. The system also checks whether said area is 
    roofed, and then mask a feature like fog from that and all connected 
    rooms. It practice it looks a little bit like this…
     

    Having this functionality in the game will also make it far, far 
    easier to prevent the occasional ‘zombie in my base!’ bugs that have 
    been known to creep back into the game – and also be very handy for 
    other independent zoning systems for farming improvements etc.

    While the above features are being added to Build 40 other team 
    members are blitzing through our internal task system – verifying 
    reported bugs, fixing up legacy issues and generally sorting out 
    long-term kinks in the game that have sat in the system unaddressed for 
    too long. The advent of the new animations system, and the dev 
    changeover to it, will bring a lot of new work and issues so the more of
     these 300-ish minor tasks we can strike from the record the cleaner our
     plate will be.

    This sort of stuff deals with missing loot spawns, errant nutrition 
    values, trait issues, places you can’t sleep but should be able to and 
    other general irritations. In addition, meanwhile, we’re adding stuff to
     improve vehicles – like the ability to use metalwork skills to 
    dismantle car wrecks and retrieve construction materials, and making it 
    very unwise to drive your car while drunk.

    Once we’ve cleared out these tasks we can also add in some more community suggestions,
     start to polish some of our more elderly game systems and also do some 
    planned work on our current loot system to give us more power on what 
    spawns where and by how much – which is also a requirement to get the 
    best out of the new animation/models system as we’ll certain zombies 
    spawning in certain locations, with certain loot around then.

    The work on the animations system, and the AnimZed tool itself, 
    continues with our friends at T.E.A. It’s relatively dry dev work this 
    week, but all necessary stuff. Zac has been going through AnimZed 
    changes following the feedback of our animator Martin last week, and 
    will continue to supply new versions for him to check out. Grant has 
    been working on the Game state hook-up, and compiling guidelines for 
    coders and modders to follow with T.E.A.’s data-driven approach to 
    animation integration. Mark has been investigating load/rendering issues
     with backpacks, and Gar is adding new masks/test textures for 
    texture-based pants/tops which are coming in the editor.

    Thanks so much for all your continuing feedback and bug reports on 
    Build 39 everyone. It’s been great having so many new and returning 
    players, and hopefully we’ve got some good stuff in the pipeline for all
     concerned parties.

    This week’s night cruise from Cocoa. A general list of stuff added to PZ, and vids of features being worked on, is kept here –
     so you don’t have to plough through endless dev blogs for 
    info. The Centralized Block of Italicised Text would like to direct
     your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
     
  23. Like
    halkaze reacted to Dr_Cox1911 in Zedlights   
    So curious about the new climate system and now with the fancy detection of playerbuilt stuff/sealed areas this is really nice and should open up some new possibilities (claiming of playerbuilt structures).
  24. Like
    halkaze reacted to nasKo in Gun Run   
    Short dev blog this week as we’re still patching up the vehicles build. The initial launch was pretty stable, and has thrown up some amazing tales of survival adventure, but there’s still a few nips and tucks required before it can be considered a final version. To which end…
    VEHICLES BUILD
    We’ve just released the first vehicles patch (Build 39.67.5) and you can read the full patch notes here. Issues that we’ve addressed include: broken VOIP, players riding shotgun being teleported, disappearing car keys and hopefully a bunch of ‘ghost zombie’ occurrences.
    The patch also increases tool spawns, makes collisions with zombies a bit more solid, reduces generator fuel consumption and introduces a new item that can charge car batteries if you’re in an electrified area. There’s also a lot of general UI work done to improve playability on different resolutions, and to better support EnigmaGrey’s Big Freakin’ Fonts mod while we work on our own improved support for higher resolution screens.
    We anticipate a few further patches before Build 39 is considered complete, but hopefully this will be the largest and most wide-ranging one. Please let us know of any further issues that we need to address in the bug report section of our forum, and thank you for all your amazing feedback since it launched too.
    FUTURE BUILDS
    Elsewhere we have Mark and the guys at T.E.A. working on our new animation system and dev/modding tool AnimZed – which Martin our animator now has in his hands to provide feedback on, and go over his work thus far.
    “Whilst a lot of work has been done under the hood to make the new animation system work” he explains, “Any input from me, like new anims or clothes, has had to go through a programmer to get implemented. AnimZed allows me, a non-coding scrub, to add and tweak anims as well as add new clothes and combine these into outfits.”
    “Right now I’m looking at movements (running, walking, strafing etc.) and looking to iron out any kinks with the tool and any of the animations. We’ve encountered some foot sliding which we’ll look at in the next week, for example, and in another case it appeared that bags/rucksacks were being shown inside out. It’s this sort of thing that becomes easier to sort through with AnimZed, and should become easier to fix within the tool too – with the guys on Mark’s team continuing to polish and roll out more features, making it ever more comprehensive and easy to use.”
    As mentioned last week, while all this anims work is going on we’ve got also got a fair amount of new stuff that feels ready for public testing. For example from General Arcade there’s Stas’ chatbox update and a load of additional work and presentation fixes on vehicles from Yuri. Netcode improvements, better car shadows, less ugly clipping between player and car, improved headlights, fixed textures, non-floating cars, better zombie responsiveness and a lot of general tidy-up work all needs to be opened up to testers.
    Turbo, too, is now negotiating what’s hopefully the last of the major challenges set against his new climate, fog and precipitation system. In previous weeks we’ve discussed how the ability to see fog/rain/snow through windows was tricky when it comes to the inner workings of PZ, but having worked this out he also had to figure out a way to let fog appear to envelop player-made structures that weren’t standard dev/modder-made entities on the map.
    As such Turbo has been working on something that can detect sufficiently roofed and walled player structures to mask his fog, which we’ll likely be able to use elsewhere in the game too. Once this is in and working we hope to be able to mix it all in with General Arcade’s work and get it ready for wider testing.

    Thanks so much for all your continuing feedback and bug reports on Build 39. Please keep it coming!
    This week’s gun shop heist from Prawnflakes. 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.
  25. Like
    halkaze reacted to EnigmaGrey in RELEASED: 39.67.5   
    First patch for the vehicles build!
     
    [NEW]
    Changed default UI Render FPS to 20.
    Added Linux version of libPZBullet64 without OpenGL for headless servers.
    Added proper physics to open double doors.
    Added "Pan camera while aiming" display option.
    Cell grid now drawn in the lua debugger map.
    Pressing 'T' in the lua debugger map now teleports player 0 to that location.
    Added the ability to smash the car window that a player is facing using right click in the car's context menu.
    Added "remove vehicle" using the right click context menu if you are in debug or an admin.
    Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
    Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
    Added PZBullet and trove.jar to various Steam build scripts.
    Added 32bit PZBullet for Linux
    Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
    Dirty Rags may be used as tinder or fuel in campfires.
    Vehicle key is returned to the keyring it came from when removing it from the ignition.
    Added better support for large fonts - for example with the Big Freakin' Fonts mod.
    Replaced the placeholder car battery charger.
    Size and position of the crafting and vehicle-mechanics UIs now saved.
    The vehicle mechanics window can be resized vertically.
    The crafting UI is resizable and supports large fonts better.
    Added correct Mechanics skill icon

    [BALANCE]                                       
    Increased the spawn rate of mechanic tools in car trunks.        
    Lowered the panic increase caused by zombies when player is in a vehicle.
    Increased the knockback done to car when ramming zombies.
    Decreased the consumption of fuel by generator.
    Lowered the impact of timeSinceApo sandbox & world hour age on spawning car battery.
    Increased a tad the number of cars spawning on Low sandbox setting.
    Increased the spawn rate of remote control.
    Increased the odds to find an animal with trapping.

    [BUG FIX]
    Fixed VOIP not working.
    Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
    Fixed client doing collision checks for zombies that should only be done on a server.
    Fixed zombie positions not updating on the client correctly.
    Fixed zombie animations not updating on the client when near a vehicle.
    Fixed trove.jar not being on Mac StartServer scripts.
    Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
    Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
    Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
    Fixed linux issues by rebuilding Linux libZNetJNI64.so
    Fixed "Auth failed response" message on server when a client disconnects.
    Fixed issues around server sending map_zone.bin to clients.
    Fixed pzbullet/CMakeLists.txt
    Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
    Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
    Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
    Fixed longstanding visual glitch when climbing over something onto a staircase below.
    Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
    Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
    Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
    Fixed line spacing in the in-game changelog.
    Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
    Fixed missing RCON .class files.
    Fixed clothes becoming dirty even if the sandbox option was disabled.
    Fixed some debug messages players don't need.
    Fixed checking doors to enter a vehicle checking hood/bonnet.
    Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
    Fixed car batteries being created at 50% charge on most spawns.
    Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
    Fixed VehicleInterpolationData objects not being reused.
    Fixed in-game changelog not displaying changes to previous versions of the game.
    Fixed issues with vertical force to vehicles after collisions with objects/zombies.
    Fixed vehicle headlights being slow to turn on and off.
    Fixed vehicle positions not updating for passengers after a collision.
    Fixed Multi-core rendering not working on Linux.
    Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
    Fixed seeing key icon above another player's head when near a vehicle.
    Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
    Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
    Fixed small car's plate number being stretched.
    Fixed flat building roofs being hidden when the player was obscured by player-built floors.
    Fixed roof on lot_house_small_36.tbx.
    Fixed a missing wall in a house near 13814,4682.
    Fixed trunk capacity not always updating when it should on the client.
    Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
    Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
    Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
    Fixed client not updating vehicle stats when part condition changes.
    Fixed Linux server failure with libPZBulletNoOpenGL*.so
    Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
    Fixed translation for "You failed to produce any usable materials" not being used.
    Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
    Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
    Fixed crafting UI appearing in the main menu if the assigned key is pressed.
    Fixed VehicleManager error when more than 64 players are connected.
    Fixed error compiling ProjectZomboid.exe with UNICODE defined.
    Fixed both halves of a grave not being destroyed when using a sledgehammer.
    Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
    Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
    Fixed not being able to hop over fences using the controller B button above ground level.
    Fixed not being able to climb down sheetropes when tapping the 'E' key.
    Fixed remote players juddering up and down while climbing sheetropes.
    Fixed display not updating when climbing sheetropes.
    Fixed player not facing fence/window when adding/removing sheetropes.
    Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
    Fixed double-tile carpentry objects (like Bed) not consuming materials.
    Fixed scrollbars not working in the options ui when a controller was active.
    Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
    Fixed aspects of many UIs to handle different font sizes.
    Fixed font-rendering bug.
    Fixed UI not updating when an error occurs setting vsync.
    Fixed the crafting UI constantly setting the help text for the info-button window.
    Fixed ISModalRichText updating when not visible and not being centered on screen.
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