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halkaze

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  1. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    About the batteries in 6 months after the apo:
     
    What's taking in calcul is the time since apocalypse sandbox option + the world age hour, what I first did was close to the reality, I had to change the battery on my car 2 times 'cause i didn't used, it last approx 5-6months if I don't start it, so that's what I did in PZ.
     
    Now thing being: even if i have an old car, there's much more electronics in it than back then, so battery should be drained faster (imo... i'm far from being an expert on car.. Heck i had my driving licence at 30 :D) but also it wasn't that fun (even tho, i think 6 months after apo should be tough, not giving the player cars easily in this mode, it's meant to be hard...).
     
    After 39.67.3, you should approx have 50% chance of finding a working battery on a car, even if the car is trash, you could always take off the battery and put it on another car.
    If people find this too easy i'll lower it again (before it was like 5% chance of finding a working battery in 6 months after the apocalypse :D), remember you have a car battery charger now
     
    I'll add possibility to start the car via jump cable in the future (tough to decide what to do if you drive the car with cable attached etc... Not a high prio for now I think)
  2. Like
    halkaze reacted to EUDOXIO in UI is too small and I can't see it.   
    Try this https://steamcommunity.com/sharedfiles/filedetails/?id=1308392484
  3. Like
    halkaze reacted to Hannesschmoschmannes in UI is too small and I can't see it.   
    Or here in the forums. THis actually helped me: https://theindiestone.com/forums/index.php?/topic/23602-game-unplayable-with-4k-monitor/
     
  4. Like
    halkaze reacted to EnigmaGrey in UI is too small and I can't see it.   
    Ah, had forgotten about that . . .  Rewrote / cleaned it up a bit:

    https://steamcommunity.com/app/108600/discussions/0/1696049513774306284/

    Hopefully, it'll be a bit more visible there.
  5. Like
    halkaze reacted to nasKo in On the Move   
    Evening all! Last week’s vehicles release felt like it went well. The release version was fairly stable, people are enjoying having transport in the game and we’ve seen a huge boost in player numbers – which has in-turn revealed plenty of bugs for us to squash over the next few weeks in patches. Many thanks for all your reports, and please keep them coming!
    There are clearly a lot of people returning to the game and wanting to get their friends involved on co-op, so we’ve also decided to put the game on sale from tomorrow for a few days with 40% off. (If people find this helpful we’ll probably do so again whenever bigger features get into the main game.)
    VEHICLES FIRST PATCH
    We’ve been running an IWBUMS patching some of the more serious issues – but due to the expanded number of people currently playing MP we don’t want to mix it into the fairly stable release build without giving it its due testing.
    As such, if you fancy grabbing some free PZ codes for participation, then keep your eyes on the forum over the next few days / week and we will likely be running some impromptu community IWBUMS megatests for those on the beta channel.
    UPDATE: In addition we have just updated 39.67.2. In amongst many and varied other things, currently in the patch we have:
    A fix for the disabled VOIP bug, double doors imbued with physics and fixes to zombie positions on the client. Fixes for 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. An increased the spawn rate of mechanic tools in car trunks, lowered player panic when inside vehicles and increased knockback when you’re ramming zeds. A new Car Battery Charger item. This can be used to charge your car battery if you have electricity around you (generator included). Fixes we are still working on include disappearing keys in MP when someone else removes the key from the ignition, occasional vertical parking splurges (!) and a few cases of MP invisible zombies. If people notice any particular replication steps for any of the above then we’d love to hear them in our bug report section on the forum.
    BEYOND VEHICLES
    We’ve got a few complete, and almost complete, things that were a bit logjammed while we polished vehicles that we’re hoping to drop into testing over the coming weeks, mainly the new MP chatbox and Turbo’s ‘virtual climate’ weather and seasons upgrade.
    In the past week Turbo’s worked out ways to show fog/precipitation from inside buildings, but our larger and taller buildings (mall, prison etc) need some extra thought, as do outside balconies – although this does look pleasingly Exorcist-y even with the visual bug. Here’s a quick video of the fog system as nature intended it though…

    Meanwhile, over with our friends at T.E.A. the animation build push continues. One aspect of this is that Zac, who is working on the new dev and modding tool AnimZed, has built a nifty clothing and outfit editor into it – from which both ourselves and modders will be able to easily hook up new models and textures to items, and create new looks for zeds and survivors alike.
    If you didn’t see some of these looks in our vid the other week you can check it out here. The updated tool within AnimZed looks a bit like this currently, although the bottom of the left hand column did raise some eyebrows…
    This tool work is probably going to be followed up with another utility that shows in-game items vs the visual items. At the moment we/TEA/modders have to check an item’s name, then lookup how it appears in-game separately and it would be very handy to have it done in an automated fashion.
    Elsewhere Gareth has been tweaking/polishing shaders for body masks, and Bitbaboon Mark has been blending, simplifying and ironing out kinks so that our animator Martin can jump in and get used to the new suite of tools available to him and polish up his work in-game. So hopefully we’ll have a bit more to show/discuss next week.
    Thanks so much for all your continuing feedback and bug reports on the vehicles everyone. Please keep it coming!
    This week’s station wagon from Julio. 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.
  6. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.67.2

    [NEW]
    Show Dig Graves in context menu when clicking on appropriate ground tiles only. 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.
    [BALANCE]
    Lowered default UI Render FPS to 20.                                        Increased the time it takes to recharge a battery.
    [BUG FIX]
    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 taking damage after a collision in multiplayer sometimes. Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (reverse of what was intented) Fixed being able to use car battery charger outside while there is electricity (you need to be a in a building now).
  7. Pie
    halkaze got a reaction from Pandorea in Time interval between the display of TV and radio   
    Would it be possible to lengthen the time interval between the display of television and radio sentences?  Or possible to adjust it myself at option?
    My country's language is so long that I can not read through to the end.
  8. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.67.1

    [NEW]
    Changed default UI Render FPS to 30. Added Linux version of libPZBullet64 without OpenGL for headless servers. 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
    [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.
    [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.
  9. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    Some cars are meant to be rare, in the 90's not a lot of people had mercedes or bmw I'll look to add bit more zones for them, but it will never be as common as a small or normal car.
     
    For the auto shop, can u point me which one you've tried exactlY? (a pzmap link would be awesome :D) loot table may be off sometimes :/
  10. Like
    halkaze reacted to Vaileasys in RELEASED: Build 39 - The Vehicles Build   
    The official PZwiki has been updated with the new changelogs.
     
     
    All the public vehicle builds released up until now have been archived here. 
  11. Like
    halkaze reacted to nasKo in Build 39: Vehicles released!   
    Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.
    Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.
    Mark.exe has been kind enough to record a short video to explain ’em. Please consider going and subbing to his channel if you don’t already!

    Nine different vehicle models are available – not including variants on these such as branded vans, or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.
    Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.

    Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
    Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
    To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.

    PLEASE NOTE: Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for the previous Build 38.30 has been provided.
    PLEASE ALSO NOTE: While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process. Please report any issues here, and thank you for patience.
    OTHER BUILD FEATURES:
    The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map has been updated to reflect this.
    A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc. Many, many other improvements to game systems including: player-crafted double-doors and gates, new sandbox options, map improvements, MP and co-op tweaks, external generators, loot and XP balance, UI improvements, better gamepad controls and much much more. For the full changelist, and information on about a million other fixes and tweaks, please visit the Build 39 release thread.
     While vehicles have been a massive group effort from a lot of people within the team, we’d like to give a special thank you to EasyPickins, who did a lot of the technological framework and put a lot of sweat and blood into the system for a long time before everyone else got involved. We’d also like to thank General Arcade, and especially Yuri, for his invaluable help in their integration and evolution.
  12. Like
    halkaze reacted to Batsphinx in RELEASED: Build 39 - The Vehicles Build   
    Post your bugs here!
     
    PLEASE NOTE: Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for Build 38.30 has been provided.
     
    PLEASE ALSO NOTE: Due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process. Please report any issues here, and thank you for patience.
     


    Nine different vehicle models are available – not including variants on these such as branded vans, or emergency vehicles. So the PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans. They can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.

    Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
     
    Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
     

    To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs. 
     


    The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map has been updated with this.
     

     
    A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc.
     
    OTHER NEW STUFF
     
    New Sandbox options: CarDamageOnImpact, CarGeneralCondition, Enable Car Wreck Congestion etc. Player craftable double doors and gates (wooden and metal) added to allow for vehicle storage in player-constructed bases. Added darkening to levels below player's z height to help sense of depth between levels. Added an AllowExteriorGenerator Sandbox option. This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off.  Changed Xmx values to 1200 from 768 for 32/64 clients (should avoid too many pauses due to the garbage collector). Switched to a Cellular Automaton (from a Mersenne) algorithm for RNG: this could be tough for players to see an impact, but changes in value should be less erratic). Also changed the seed generation. Now doing 2 seeds, one for Lua, one for Java. Changed loot respawning to work at regular intervals. Starting at 7AM on the first day, loot respawns according to the LootRespawn sandbox option (in singleplayer) or the HoursForLootRespawn server option. So if loot is set to respawn every 24 hours, it will respawn at 7AM every day. There is a new sandbox option SeenHoursPreventLootRespawn. When > 0, loot will not respawn at the next loot-respawn time in zones that have been seen within that many hours. Display progress when converting an old save to a new world version. Added font-size option for inventory (and carpentry) tooltips. Added line in literature tooltip to reflect when recipes are already unlocked by Profession and/or Traits. Added debug scenarios to help in testing for devs and modders (Create a new character quickly from Main Menu, setup params, sandbox options etc. Check lua/client/DebugUIS/Scenario/DebugScenario, can only be used in Debug). Added a -Dnosave argument in the command line for devs and modders. Use it to stop world saves when testing involves the creation of lots of new characters Added debug option to display circle around character's feet. Added UI for admins to inspect number of network packets sent/received. Added tooltip showing Username on the Scoreboard and Mini-Scoreboard. Added tooltip to Claim Safehouse context menu option when player hasn't survived long enough to be allowed to join. Increase java heap max size on the Mac to match Windows/Linux (1200 MB). Added "Quit to Desktop" button for when errors occur while loading a game. Added "/safehouse release" command so clients can release a safehouse they own. Added Moveables.txt translation file (for moveable-object names). Added MultiStageBuild.txt translation file (for creating/upgrading walls). UI now displays multi-stage build options even if a required recipe is unknown. Added "ReloadWeapon" keybind ('R' by default). Added support for duplicate keybindings and made changes to vehicle keybindings. ESC key / B-button now cancels timed actions. PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues. Added CompostTime sandbox option. DayLength sandbox option now allows all hours up to 24. Added new town zones and foraging zones, especially around Riverside. Added mailboxes to Riverside, alongside other general decoration map-wide. Added "ItemNumbersLimitPerContainer" server option. It should be used to limit the numbers of items possible into one container. In-game UI renders to a separate texture FBO at a lower framerate for optimisation purposes. (This can be disable in Options should it be desired.) Doors can now be locked from inside without a key - including commercial buildings. Added "Fill Grave" command to fill a grave to its capacity of five corpses. Added better zoom in / zoom out radial-menu icons. Added ErosionDays sandbox setting. (-1 means no erosion. 0 means use the existing ErosionSpeed option.  Any other value is the number of days until 100% growth. The maximum value is 36,500 days - 100 years). Digital-watch alarms now beep for 30 in-game minutes before shutting off. Added a warning to the Generator Info window and context-menu tooltips about toxicity. Added missing options to the server-settings editor. Player must face doors when locking/opening/unlocking. Increased max java heap size to 2GB on 64-bit clients. Increased map-download timeout from 30 to 60 seconds while connecting. Client now downloads 20 chunks at a time while connecting to avoid timeouts. Required skill level in the furniture-moving tooltip now shown. Added individual translations for most Sandbox option values. Added DebugOptions.TranslationPrefix to show an * before translated strings. Inventory/loot windows now show a resize indicator when the mouse is between column headers. Added context option for placing movables Updated credits Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair Made microwave/oven UI background a bit darker to improve visibility. Host screen now displays an error and prevents launching servers with unsupported WorldVersion. Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse. Updated server tool box invite player message. Added ability to place one oversized item (item bigger than floor capacity) on the floor. The multiplayer Tickets UI now handles long and multi-line tickets. Updated newtiledefinitions.tiles with new FloorHeightXXX tile properties Allow WallOverlay sprites to be used without an underlying wall sprite. (Mash uses these in a number of places but they've never appeared in-game.) Game now allows only one faction invite dialog at a time from another user. Rooms named emptyoutside (used by roof-hiding) are no longer treated as interior rooms. Emptyoutside rooms were placed in BuildingEd on roof-like bits that stick out from buildings as well as covered areas (at gas stations for example).  

     
     
    BALANCE
     
    Reduced zombie corpse weight to 20. Increased locations where antibiotics can be found. Increased chance of finding plush Spiffo. Increased chance/locations where ammunition, shovels, cigarettes, lighters, antibiotics, Canning items, Barbed Wire, Milk and Empty Sandbags spawn. Updated close, pin and unpin UI icons. Nerfed the speed at which clothes become dirty. Increased radio transmission range for walkie-talkies etc. (Since radios were added the map has grown, and the transmission ranges had not been adjusted to fit it.) Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced. Radio/TV XP increased, and fixed discrepancy in bonus for halo display. Equipped umbrellas now prevent player from getting wet when out in the rain. Player can remove glass by hand (takes double the amount of time to accomplish than tweezers).  

     
     
    MODDING
     
    Can now get HandWeapon.RunAnim with getRunAnim(). IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage(). Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks().  

     
     
    FIXES
     
    Fixed not being able to click on carpentry crates south and east of the player. Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along ] Fixed rendering of railings caused by incorrect tile property. Fixed shoved zombies being drawn behind walls. Fixed walls obscuring the player when on a staircase. Fixed amount of rotten spice used. Fixed not being able to rotate furniture. Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window. Fixed obsolete farming.Milk item being in two recipes. Fixed traps not catching animals. Fixed zombies not seeing a player that respawned after death in-game. Fixed player respawning in safehouse when SafehouseAllowRespawn=false. Fixed crafting sometimes taking tool from a bag when one is in main inventory. Fixed player facing the wrong way when turning a stove on/off. Fixed Loot Window displaying the "Transfer All" button which does nothing. Fixed "ran out of unique zombie id numbers" by limiting real zombies to 32768. Fixed "ERROR sendItemsToContainer invalid object index" in console. Fixed radio/TV static sounds not respecting different framerates. Fixed Override:true not working for recipes with "." in the name. Fixed zombies being attracted to lightswitches at night when the lightswitch was loaded/synced. Fixed Obsolete:true in recipes not working with translated recipe names. Fixed burnt/survivor/stash houses not always spawning. Fixed position of game-speed controls in splitscreen. Fixed post-death UI not being removed in splitscreen. Fixed multiple generators interfering with each other. Fixed keys not working on exterior doors with roofs over them. Fixed trees being on blends_natural floor tiles and being invisible.  Fixed ZombieLore and ZombieConfig sandbox settings resetting. Fixed thread contention between WorldStreamer and main thread.  Fixed plant info mysteriously saying "???". Now states "Unknown" instead. Fixed context menu for curtains showing when standing outside a building. Fixed server logs being spamming by Zzzzzz & radio static sounds. Fixed resetting server option to default value in admin UI. Fixed IsoSprite.canBeRemoved not being set. Fixed UIManager.useUIFBO getting set to true in MainScreenState Fixed WindowN/W sprite properties changing from String to IsoFlagType. Fixed Disassemble option showing for partially-destroyed multi-tile objects. Fixed pathfinding info not updating when objects are destroyed by fire. Fixed player sneak animation playing too rapidly at certain angles with the controller. Fixed flickering door highlight when a key-tooltip is displayed. Fixed zombies pushing the player they're attacking. Fixed boolean server options accepting any string. Fixed savefiles from newer versions of the game throwing errors - instead they just won't be loaded. Fixed reloadVehicles() debug command not reloading textures. Fixed pressing Escape key in chat cancelling actions. Fixed path-smoothing for zombies to improve performance of hordes. Fixed not being able to right-click on other players in multiplayer. Fixed walking-on-the-spot when zombies move through hedges. Fixed malformed SuburbsDistributions causing exceptions in ItemPickerJava Fixed some controller issues with map UI. Fixed inventory highlight color when using a controller with off-screen rendering. Fixed zombies playing multiple idle sounds in multiplayer. Fixed exception right-clicking a Mug of Water with Sugar in inventory. Fixed UI colors so that they're closer to what's seen when not drawing the UI into an offscreen image. Fixed building walls not being possible behind staircases. Fixed column order in server whitelist tables. Fixed "connection lost" message when client's Lua files don't match the server's. Fixed alarm clocks only waking players on levels 0,1,2 inside pre-existing buildings. Fixed IsoWindowFrame working for IsoThumpable. Fixed microwave/stove timers not counting down. Fixed hot/cold background colors of food being faded compared to earlier versions. Fixed recipe food ingredients appearing available when multiples are required. Fixed usernames showing for splitscreen players when "Show your username" is false. Fixed UI confusion by renaming "Generator" to "Generator Maintenance", "Herbalist" to "Herbal Remedies" Fixed crafting UI rendering parts of itself when collapsed. Fixed gunshots/screams/dog-bark events happening when MetaEvent sandbox options is set to 'Never' Fixed move-furniture tooltip texture position. Fixed some untranslated controller prompts. Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true Fixed digging graves not being allowed on level 7. Fixed container overlays not updating when rotten food is destroyed. Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen. Fixed TV broadcasts not always giving bonuses like radios do. Fixed grocerystorage garbage being stocked with fresh food. Fixed missing overlay sprite on corner shelf furniture_shelving_01_8 Fixed various map bugs by placing a floor tile on level 0 if there isn't already one Fixed zombie visibility not working right in splitscreen. Fixed position of skull icon in load-game UI. Fixed map-loading errors when there are unknown types of items on the ground. Fixed game freezing when hundreds of nearby zombies play footstep sounds. Fixed metal-barricade sound not playing in MP, or for IsoThumpables. Fixed chop-tree action stopping too soon when the player's endurance is low. Fixed food cooking for too long once it has been removed from heat. Fixed hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek. Fixed prone zombies being pushed by non-prone zombies on the client. Fixed solidtrans objects adjacent to window frames (without windows) blocking movement Fixed zombie sprite being set to null when creating corpses. This could cause errors when the same zombie was reused later. Fixed object modData not being sent to other clients (number of corpses in a grave wasn't synced) Fixed SoundBankEmitter occlusion when first starting a sound Fixed digital-watch alarm-sound restarting when transferring items. Fixed inconsistent use of IsoCell.ProcessItems and ProcessItemsRemove Fixed some useful methods from Food not also being in InventoryItem Fixed IsoWaveSignal.AddDeviceText() null pointer on the server. Fixed new MP players spawning with extra loot from lower difficulty levels. Fixed new Sandbox games using whatever difficulty was last selected. Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk. Fixed being able to lock/unlock doors that require a key by right-click while under a roof. Fixed sound not working in split-screen when player 1 has the Deaf trait. Fixed sounds of some actions not attracting zombies. Fixed Server not terminating early if WorldVersion is unsupported. Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made. Fixed right-clicking on things being glitchy in split-screen. Fixed server not preloading areas of the map while clients are connecting. Fixed world not redrawing when the window is resized. Fixed Deaf people hearing radio or TV. Fixed read option being available while sleeping. Fixed frozen food being usable in recipes from crafting menu. Fixed layout of the Reloading options Fixed NumChasingZombies being incremented for the wrong player in splitscreen. Fixed sleeping players panicking from seeing zombies. Fixed DrainableComboItem.updateWeight() possibly using an invalid item type. Fixed issues with stove and microwave power checks. Fixed "Press R to rotate" position in carpentry tooltips. Fixed stacking/unstacking logs giving carpentry XP. Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default) Fixed multi-tile objects not checking if sibling positions have power. Fixed bug in DeviceData concerning worldsounds. Fixed sound emitters being created for IsoSurvivor Fixed zombies not responding to some sounds. Fixed pathfinding garbage collection Fixed IsoWorld.emitterUpdate from being OnceEvery to counting milliseconds to avoid built up sounds. Fixed mod .tiles sprite property values being wrong (Issue 1376) Fixed collision/pathfinding/vision when loading chunks. Fixed Moveables.txt translations not being used in Disassemble menu or inventory window. Fixed player's "Survived For" time, which was increasing twice as fast as it should in MP. Fixed visibility/pathfinding glitch along chunk boundaries. Fixed roof-hiding code not updating when players build new floors. Fixed position of skull icon in load-game UI. Fixed map-loading errors when there are unknown types of items on the ground. Fixed nullPointer when uninstalling a vehicle part. Fixed a bug with -dnosave. Fixed game freezing when hundreds of nearby zombies play footstep sounds. Fixed metal-barricade sound not playing in MP, or for IsoThumpables. Fixed chop-tree action stopping too soon when the player's endurance is low. Fixed food cooking for too long once it has been removed from heat. Fixed Hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek. Fixed prone zombies being pushed by non-prone zombies on the client. Fixed solidtrans objects adjacent to window frames (without windows) blocking movement.  Fixed accounts with access level other than "none" counting towards MaxAccountsPerUser. Fixed wrong translation being used in quit-faction dialog. Fixed invisible players being pushed by zombies to make admin testing easier Fixed newly-built floors not always being rendered right away. Fixed television appearing to be powered when it was loaded after the power shuts off. Fixed map UI issues when using a controller. Fixed some dialogs accessed from the inventory window not being closeable using a controller. Fixed exception locking/unlocking player-made doors. Fixed double-object furniture giving full material for each object when disassembled. Fixed multiplayer user panel button saying 'Quit' when 'Close' is more appropriate Fixed server exception when rotten food becomes compost. Fixed a missing wall near 6126,6724,1. Fixed GC issues by wiping the large 'objects' tables (the list of zones) Fixed some roof-hiding glitches by updating some cells Fixed ping@ping being printed to console when hosting a game. Fixed lighting on 1/3 and 2/3 height flat roof tiles. Fixed bugged Recipe_Make_Metal_Sheet in Recipes_FR.txt Fixed only wooden player-made floors being hidden when they block sight of the player. Fixed IsoZombie.itemsToSpawnAtDeath not being cleared when reusing zombies. Fixed -debugtranslation prints missing recipe names from TeachedRecipes in items. Fixed translationProblems.txt was missing the name after MultiStageBuild_ lines. Fixed News_XX.txt file not being closed after reading, being read twice with English translation   
  13. Like
    halkaze reacted to nasKo in Death Cab for Zombie   
    Evening all, we do hope y’all are well.
    IWBUMS BUILD 39.61
    We’re hopeful that today’s public IWBUMS release (39.61) will be the last before the full vehicles release. It contains:
    A few physics and vehicular position fixes that will hopefully help those playing on co-op and dedicated servers. Improvements to loot kept on car seats, tweaks to the item disassembly system, and the removed item transfer progress bar being restored by public demand. Fixes to faulty item spawn rates (especially skill books) in MP, sheet rope levitation, aspects of zombie pathfinding, missing collision on various objects and various bugs squashed when transferring items between containers. And many other fixes besides. One other thing we might like to get into the build before release is some recent work that General Arcade’s Yuri has been doing on our Steam integration. We anticipate that quite a few people will want to come back to PZ to check out the vehicles, alongside their friends, and as such it seemed a good time to fix up some player invite issues – namely that PZ has always struggled with inviting players into games when both players already had the game open. We’ve got a build running that smoothens this out backstage, and may also consider adding this to the mix if it’s working as intended.
    Please also note that, as mentioned last week, in preparation for the vehicles release, the PZ map has been updated with Build 39’s countryside/vehicle exploration additions between Riverside and Rosewood. For community mappers and interested parties: new versions of PZ tools TileZed and WorldZed have been released, alongside the latest array of Tileset images.
    ANIMS
    As regular readers will know, our Technical Director friend Bitbaboon Mark now has his own company called TEA – and he and his cohorts Zac, Chris, Gar and Schnitz are working on getting the new anims and models ready for the PZ codebase to switch over to them.
    This week from a technical standpoint they’ve been sorting meshes/textures and data that’s loaded from .X files and have hooked up character masks and ‘items’ to create individual characters from with everything hooked up correctly.
    The intention is to have the character config inside the dev/modding tool AnimZed – so people can quickly add and update meshes and put them onto characters to validate alongside the animations themselves. In fact Zac has a ‘random’ create for characters all running from AnimZed, and it looks a little bit like this.

    Music credit: MrEldfuel from free sounds.
    Please note: there’s clearly lots of different outfits and items on-show in this video – initial anims build releases will not contain everything seen above, especially if it involves combat markedly different to what’s already in-game. This is purely to show what AnimZed can do now, and the way that anim stances now change based on the weapon being held – which is all data-driven now. (Please also note: Spiffo’s Restaurant mascot outfits are supposed to look a bit… threadbare).
    WEATHER AND CLIMATE SYSTEM
    Turbo is working on his remedy for the new snow/fog/storms system – in that it’s all fine and dandy having a climate system with morning fog and real-time storms forming and passing overhead, but not helpful when (as it currently is in-game) you can’t look out of the window to see what the weather’s doing.
    As such he has been exploring the possibility of using screen masking to allow for the player’s building to not be included in the rendering of rain, fog or other atmospheric effects. This will mean they will be visible to the character through windows, instead of being turned off across the screen when a player enters the house.
    Please note this is just a proof of concept and not fully implemented into the game yet.

     
    Meanwhile Stas continues his gamepad set-up improvements, Zach continues with his additions to the PZ soundtrack and Mash continues to build some of the larger new building locations to place within the expansion out to Louisville.
    PRIVACY POLICY FUN
    Twas the night before GDPR, when all through the house – not a creature was stirring, not even an updated privacy policy.
    This week’s fare from ㊣ $ℏìᶄ ㊣ . 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.
  14. Like
    halkaze reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    Released IWBUMS 39.64
     
    NEW

    Updated the list of packet names in the multiplayer packet inspector.
    Game now automatically moves items that are on a seat you're trying to climb onto over to a nearby seat (if available).
    Pressing ESC in the vehicle mechanics UI will first try to cancel the current action instead of closing the UI.
    Add damage to player if you're carrying too much (capped so it's not too annoying).
    Progress bars in item tooltips will display at least 1 pixel if the amount isn't exactly zero.
    Pouring gas from one gas can into another now updates the contents and weight during the action.
    Added ScriptManager.FullTypeToItemMap to avoid splitting strings every time items are looked up.
    Updated car parking zones.
    Action progress bar now shows above the username, and isn't hidden when transferring items.
    Added a Disassemble button to the furniture-moving UI (Pick-up/Place/Rotate/Disassemble)
    (There used to be a Dismantle context-menu command for IsoThumpables; it was
    removed when the furniture-moving stuff was added, which made it impossible to dismantle stairs or lamp-on-pillar for example. EP has added this ability back in by combining it with the existing "scrap" mode of the moveables feature.
    This makes it easier to hunt around for objects that can be disassembled by mousing over them instead of right-clicking on each one.
     

    FIXES
    Fixed invalid chunkmap + vehicle coordinates being saved
    Fixed client setting wrong speed on a vehicle not being driven
    Fixed client requesting the position of a vehicle it has a valid position for. 
    Fixed sending PhysicsDelay to clients while connecting
    Fixed PhysicsDelayServer being active
    Fixed wrong weight calculation in ItemPickerJava preventing some items spawning.
    Fixed wrong translation being used in quit-faction dialog.
    Fixed invisible players being pushed by zombies to make admin testing easier
    Fixed newly-built floors not always being rendered right away.
    Fixed possible exception downloading map chunks from the server.
    Fixed television appearing to be powered when it was loaded after the power shuts off.
    Fixed map UI issues when using a controller.
    Fixed some dialogs accessed from the inventory window not being closeable using a controller.
    Fixed police cars not spawning at West Point police station.
    Fixed backing-up beepers on non-utility vehicles cars
    Fixed items spawning on front seats.
    Fixed VehicleDistrbutions.lua and changed to VehicleDistributions.lua.
    Fixed profession magazines not spawning where they should.
    Fixed calling ItemPickerJava for every container and not just ones with an overlay.
    Fixed exception locking/unlocking player-made doors.
    Fixed double-object furniture giving full material for each object when disassembled.
    Fixed multiplayer user panel button saying 'Quit' when 'Close' is more appropriate
    Fixed vehicle horn not being audible to another player inside a building
    Fixed being able to read while sleeping by stopping all actions before going to sleep.
    Fixed zombies sometimes trying to walk through walls.
    Fixed switch-seat UI glitch when selecting a seat a player is sitting in.
    Fixed sheet rope levitation bug by not allowing barricaded windows with sheetropes so players don't get stuck climbing.
    Fixed rear seats without door access showing up in the loot window when outside a vehicle.
    Fixed coloured keys for special vehicles.
    Fixed missing car collision with some objects.
    Fixed unlimited character carry size exploit (the one with bags)
    Fixed zombies not attacking players on stairs.
    Fixed Thread consuming itself when equipped.
    Fixed zombies not being able to attack players that were very close to a wall or other obstacle.
    Fixed pathfind code sometimes treating solid objects next to windows as non-solid.
    Fixed water bottles on the ground becoming tainted when it rains.
    Fixed Drainable items not updating their weight in some cases when the contents change.
     
  15. Pie
    halkaze got a reaction from Pandorea in [Vehicles Test Server] Spiffospace: Vehicles   
    39.60
    Parts of the vehicle can't be broken with baseball bat etc. Even if there is a power outage the television looks conducting electricity.  
  16. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.60

    [NEW]
     
    New FaceDirection=true ParkingStall property aligns front of vehicle to Direction edge (provides support for parallel-parked cars instead of randomly-oriented ones.) - Tim B. The multiplayer Tickets ui now handles long and multi-line tickets. Updated newtiledefinitions.tiles with new FloorHeightXXX tile properties Allow WallOverlay sprites to be used without an underlying wall sprite. (Mash uses these in a number of places but they've never appeared in-game.) Added vehicle mechanics ui cheat command to add/remove hotwire. Game now allows only one faction invite dialog at a time from another user. Rooms named emptyoutside (used by roof-hiding) are no longer treated as interior rooms. Emptyoutside rooms were placed in BuildingEd on roof-like bits that stick out from buildings as well as covered areas (at gas stations for example). Treating these as rooms caused some issues: 1) Zombies could spawn in them (on roofs overhanging the level below for example). 2) Generators placed in them would poison the whole building. 3) Lighting wasn't the same as other outside squares. 4) Curtains might be placed on the wrong side of windows. 5) Exterior doors were treated as interior ones.)
    [BUG FIX]
    Fixed cars jump to the original place when the player exits from it. Fixed gc in IsoZombie.WanderFromWindow. Fixed server exception when rotten food becomes compost. Fixed a missing wall near 6126,6724,1. Fixed not being able to uninstall rear seats in 2-door vehicles. Fixed seats with items or people on them can be uninstalled. Fixed GC issues by wiping the large 'objects' tables (the list of zones) Fixed some roof-hiding glitches by updating some cells Fixed ping@ping being printed to console when hosting a game. Fixed lighting on 1/3 and 2/3 height flat roof tiles. Fixed BaseVehicle.checkPhysicsValidWithServer gc Fixed: Higher RAM use on server start-up Fixed unused code from LoadGameScreen. Fixed bugged Recipe_Make_Metal_Sheet in Recipes_FR.txt Fixed hitboxes on vehicle dashboard icons. Fixed trunk-locked icon showing when there's no trunk. Fixed only wooden player-made floors being hidden when they block sight of the player. Fixed long messages not being visible in LoadGameScreen by adding scrolling to the right-side panel. Fixed vehicle radios working when uninstalled. Fixed aiming then entering a vehicle disabling vehicle controls. Fixed IsoZombie.itemsToSpawnAtDeath not being cleared when reusing zombies. Fixed -debugtranslation prints missing recipe names from TeachedRecipes in items. Fixed translationProblems.txt was missing the name after MultiStageBuild_ lines. Fixed News_XX.txt file not being closed after reading, being read twice with English translation.
  17. Like
    halkaze reacted to Connall in Official Translation Files V2   
    We have made it so that translation files are now hosted over at GitHub to have a centralised place for collaboration when it comes to Translations. It makes it, so we have it all in one location know when translators complete work on translations and more expediently get them placed into the game.
     
    Translation Files Here: https://github.com/TheIndieStone/ProjectZomboidTranslations
     
    If you want access to the repo as a contributor leave a message here with your username or email for GitHub (or PM me) (what language you want to contribute for) and I'll get you added. Alternatively, you can fork the repo as a means of contributing.
     
    We have also created a translations channel on Discord where Translators can discuss changes and such, it will also be a location where we notify of any changes to the English side of the files so you can be more up to date on when the changes happen. You can also follow the forum thread, if you prefer, here: https://theindiestone.com/forums/index.php?/topic/23807-translation-files-update-notifications/
     
    Translators can get the translator role on Discord which will mean you get notifications when updates for translations are released.
     
    Completely new to GitHub? Give this guide a read: https://guides.github.com/activities/hello-world/ I also suggest getting the GitHub desktop client for beginners, to make things a bit easier: https://desktop.github.com/
     
    Contributing to translations is voluntary and abides by the Project Zomboid Terms and Conditions
  18. Spiffo
    halkaze reacted to Magic Mark in Cruise Control   
    Ultimately I am pleased with the performance of vehicles, however with plenty of long distance driving one would think it is necessary to add a cruise control button. This prevents the constant fluctuations of acceleration to keep the car at pace, and also save the player from having to spend extra time adjusting their speed. You may read this post and think "who cares" but you'll pick up on the annoyance it is to spam W when you have to drive 15 minutes ingame to reach your destination there and back and do this regularly. 
     
    When convoy driving in multiplayer, maintaining the same speed among other vehicles is an absolute must to prevent collisions and having cruise control will really make this more manageable.
     
    As it stands, I would recommend toggling cruise control with the shift key as standard.
     
     
  19. Like
    halkaze reacted to Tails in Blindcoder's PZ map updated for Build 39 / Vehicles   
    thank you bindcoder for this update to the map to help me find more good locations to start a base and loot as well.
     
  20. Like
    halkaze reacted to VikiDikiRUS in Blindcoder's PZ map updated for Build 39 / Vehicles   
    I love ya', Blindcoder.
     
    But i'm not a gay.
  21. Like
    halkaze reacted to Batsphinx in Blindcoder's PZ map updated for Build 39 / Vehicles   
    Quick flag for y'all to say that, in preparation for the vehicles release, the PZ map has been updated with Build 39's countryside additions between Riverside and Rosewood.
     
    https://map.projectzomboid.com/
     

     
    Our thanks to @blindcoder for his work on this (especially when he has his hands full with happy small child life stuff currently!) and to @Kirrus for helping out with all the various clever stuff required server-side.
  22. Like
    halkaze reacted to EasyPickins in RELEASED: IWBUMS Build 39.67.3   
    Build 39.58
    Fixed Linux and Mac builds missing the updated physics library. Added better zoom in / zoom out radial-menu icons. Fixed vehicles being thrown when surrounded by many zombies.  There might be too much of a slow-down when driving through crowds in multiplayer. Fixed zombie sprite being set to null when creating corpses.  This could cause errors when the same zombie was reused later. Adjusted position of Luxury Car wheels. Fixed server throwing endless exceptions when started without a SandboxVars.lua file and a vehicle was running. Add a vertical scrollbar to the Server Toolbox and debug console windows. Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks(). Added ErosionDays sandbox setting.  -1 means no erosion. 0 means use the existing ErosionSpeed option.  Any other value is the number of days until 100% growth.  The maximum value is 36,500 days (100 years).  
  23. Like
    halkaze got a reaction from trombonaught in Monkey Bizness   
    Developer should do so if they need time to make better ones.
    I make PZ div video playlist, and as long as I see these, it will be a pretty good finish.
     
     
  24. Like
    halkaze got a reaction from MaxD12 in Monkey Bizness   
    Developer should do so if they need time to make better ones.
    I make PZ div video playlist, and as long as I see these, it will be a pretty good finish.
     
     
  25. Like
    halkaze reacted to Batsphinx in Bug Tracker being decommissioned   
    Yeah, it's not an ideal situation - but the forum needs the upgrade so it's something we have to do for now.
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