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halkaze

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  1. Like
    halkaze reacted to Batsphinx in RELEASED: IWBUMS Build 39.67.3   
    BUILD 39.57
     
    NEW
    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.
    Added a direction property to ParkingStall zones to align vehicles nicely.
     
    BALANCE
     
     
    BUGS
    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 exception taking dirt.
    Fixed items in vehicle containers not being added or removed from ProcessItems.
    Fixed some useful methods from Food not also being in InventoryItem
    Fixed issues in PZBullet32.dll and PZBullet64.dll
    Fixed physics C++ error when there are more than 273 vehicles.
    Fixed BaseVehicle.jniTransform being used before it was initialized sometimes.
    Fixed vehicles not being added to new chunks in the main thread.
    Fixed "good" cars being locked when the sandbox option forbids locked vehicles.
    Fixed assert in MapCollisionData when Core.noSave=true
    Fixed BaseVehicle.testCollisionWithVehicle() using the wrong scale.
    Fixed IsoWaveSignal.AddDeviceText() null pointer on the server.
  2. Like
    halkaze reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    39.57 released! Due to some last minute confusion about which build could go out, and the late time I don't have a full changelist. The highlights are covered in the blog though.
     
    We'll edit this post with changelists in the next day or so.
  3. Like
    halkaze reacted to nasKo in Monkey Bizness   
    The Build 39 Vehicles build (playable in public IWBUMS beta) is essentially ready to go, but we need to be sure that a couple of issues have been solved by today’s release of Build 39.57: one that saw crowds of zombies pinging vehicles off roads in MP, and another on some dedicated servers that had zeds attracted to a vehicle’s previous position that we also think was to do with the physics interpolation. [So please let us know if you encounter either!]
    39.57 also improves the way vehicles are arranged in parking stalls by adding directional pointers to the mix, addresses issues with watch alarms, adds extra options to help you tailor/toggle world degradation (erosion) in the game and some tweaks to help modders with the change to the vehicles build. Amidst a lot of under the hood stuff to keep stuff ticking over. EDIT: A complete changelist will appear here in the next day or so, but due to last minute issue with the latest code we’ve released a build that was already in testing and thus we’ll have to recompile the changelist to suit.
    In the mean-time let’s go round the houses and find out what other PZ types are up to:
    ANIMS
    Last week we announced that we’d teamed up with a gang of renegade coders called The Eccentric Ape – ably led by our current anims-focussed Technical Director whizz (Bitbaboon) Mark. This past week has seen them getting up to speed with PZ, and right now they’re getting their hands dirty in the codebase. The plan is for them to do a big push on the animation system, and overall intention is that we’ll be working alongside them on many of our big features going forward.

    So, for the next little while TEA’s Grant is fixing up remaining issues with layer/node and blending code, and then adding in the common state conditions that animations will ‘trigger’ – stuff like collision being on/off for combat and swings. Snitz, meanwhile, is setting to work on movement, idle and swing states to remove anything still hard coded and tie them instead to the new in-game variables.
    Finally, Zac and Gaz are working on AnimZed, making it more user friendly, filtering and sorting the anims into the first set of released animations and focussing on it from the end user perspective. By the time this push is complete the system should be in a state where Animator Martin, and ultimately modders, can dive in and start layering new anims for the remaining states with very little required coder intervention.
    WEATHER
    Turbo’s big challenge at the moment with the new precipitation and fog that go hand in hand with his simulated climate system is how to handle it when you look out of windows – in the current game rain isn’t visible outside, and this bug will become much clearer with better rain and fog effects. Particles currently get drawn after the world has been drawn, and the weather is drawn over this final image – so we need a solution for this so you can check the weather outside your safehouse without walking out into it.
    We anticipate that looking out of a window when hearing the noise of, for an example, an approaching thunderstorm (thunderclaps at the correct timing, taking into account to your distance away on the map from lightning and the centre of the storm) will be a much more common occurrence with this new system – likewise with checking out the fog. As such it’s something we need to fix up before release.
    While he puzzles this all out alongside our other coders, Turbs is also creating a new sound bank for ambient sounds to signal seasonal change. He’s currently got a supply of forest zone sounds, insect noise, rain effects for both indoors and outdoors, extra SFX for heavy weather, birdsong and indoor/outdoor wind effects.
    He intends to have it so that, for example, on a hot summer afternoon with little to no wind you can hear the crickets chirping – and for birds to become silent when heavy weather hits. It’s intended to be soft background noise, but if implemented well should really improve your sense of the time of year – and the current weather state created by the simulated climate system. After a meeting with the PZ art brigade Turbo is also going to add some more direction to his ‘clouds overhead’ effect, as currently they look a little too smoke-like.
    OTHER STUFF
    Bitbaboon Steve is finishing off our updated internal build system, while Connall is investigating ways to help our community translators keep up to date with translation strings that are updated from build to build. Mash continues with Louisville, while RingoD is building a wider roster of house and apartment buildings that she can drop into residential areas when she moves into the suburbs.
    When they return from Russian Victory Day vacations General Arcade’s Yuri is working on MP network physics, and Stas continues his work to improve gamepad and mouse settings/bindings. ChrisW is also back with us and will work on giving final polish to his existing rooftop occlusion system when it comes to player-built structures, before returning to his work on Sims-style interior cutaways in houses.
    Due to a necessary forum upgrade we’re also having to decommission our current Bug Tracker, which is annoying but has to be done unfortunately. We’ve harvested all the longstanding issues that were present in it, so if you see any of your reports disappearing – please don’t worry as they have a new home in our internal system. We’ll work on getting a decent replacement in the weeks ahead.
    This week’s 911 call out from Ghost. 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 apologise to Mark for calling T.E.A. ‘The Educated Ape’ last week instead of ‘Eccentric’, although that would also have been a good name for his new company.
  4. Like
    halkaze reacted to Connall in Bug Tracker being decommissioned   
    Then watch as people don't confirm it's in the base game and put it on the tracker anyway.
  5. Like
    halkaze reacted to Geras in Bug Tracker being decommissioned   
    I suggest making a system that requires:
     
    1. Putting repro steps to make your life easier.
    2. Build number.
    3. Ticking SP/MP or both.
    4. Mods installed: yes/no, if yes - which ones.
    etc. etc.
     
    The more tick boxes and drop-down menus the better.
    The less "type information here" the better.
  6. Like
    halkaze reacted to Fenris_Wolf in Bug Tracker being decommissioned   
    clicking 'yes' should generate a popup reminding people not to report bugs unless they confirm it exists in the base game...in which case specifying what mods you have installed becomes irreverent
  7. Like
    halkaze reacted to Batsphinx in RELEASED: IWBUMS Build 39.67.3   
    You make some excellent points here - and these ones stood out as they could be included in @turbotutone's current work with precipitation and weather. Can you add these to the list please Turbo? [And also look at the other Erosion tweaks suggested?]
  8. Like
    halkaze reacted to thiosk in Towel and Dishtowel as Fuel   
    Im hoping that clothing cleanliness impacts relationships with NPCs.
     
    Gotta have clean underwear if you ever want to settle down with a nice girl that doesn't want to eat your brains.
  9. Like
    halkaze reacted to Geras in Small but Important Suggestions Thread   
    737
     
    Currently wound infections (not the zombie virus) are negligible and do nothing.
    I suggest that untreated wound infections should have a large chance to cause sickness (with the Resilient trait lowering that chance and Prone to Illness increasing the change of getting sick).
  10. Pie
    halkaze got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    I can not put soil in the sandbag with a shovel.
    An error is displayed.
     
     
  11. Like
    halkaze got a reaction from GoodOldLeon in RELEASED: IWBUMS Build 39.67.3   
    I can not put soil in the sandbag with a shovel.
    An error is displayed.
     
     
  12. Like
    halkaze reacted to nasKo in TEA time   
    Hey all, brief Thursdoid this week while we polish the vehicles build, prep release videos and such-like. So here’s the news in brief.
    • We just released public IWBUMS beta 39.55. This build is aimed at alleviating some common bugs and issues in MP – and in particular stops MP players from driving into areas the server hasn’t loaded yet (shown in grey on your screen). It also fixes aspects of door unlocking, running over corpses, graphical glitches, panic and sleep in vehicles, zeds attacking invisible players and some sounds from player actions that weren’t attracting undead attention. The full changelist can be found here.
    If you fancy playing some MP over the coming days then it would really help us if you chose our Spiffospace test server – the more people we get on there, the smoother the full release will go. Many thanks if you choose to jump in.
    • Last week we showed you a narrated video of the latest version of AnimZed: the tool that Bitbaboon Mark has been working on as a part of his push to the point at which we switch over to the anims codebase. This week we can reveal that he’s no longer alone in his work, having formed a company called The Eccentric Ape (TEA) alongside some of his former colleagues from his time as Technical Director at an Australian development house.
    The initial plan is to have tools-whizz Zac tidying up AnimZed, Grant looking at blending bugs alongside him, Schnitz hooking up states to game variables and Gar sanity checking all the above processes – and leaving Mark free to do the more complex Technical Director-y work in-between. As well as celebrating how remarkably Australian so many of their names are, we’re really excited about how this will make much shorter work of the animation build (from integration, to testing, to release and beyond) and hope that we will be working alongside the TEA boys for many builds to come.
    • Map work continues on Louisville, and although she’s famously tight-lipped on content – sometimes Mash lets an image or two through. So speculate away on a minor detail…
    • Elsewhere Turbo continues to work on the new weather effects and realistic weather/cloud/precipitation simulation – and tomorrow will be going through the shader effects he’s integrated for different times of day, weather systems and seasons (and all of those mixed in together) with our art team.
    GA Stas continues work on improved gamepad support, Bitbaboon Steve is crunching numbers on improved network connectivity and we’d also like to welcome ChrisW back to the fold to renew his work on internal Sims-styles house cutaways and remaining polish to the roof occlusion system.
    This week’s zombie communion from Laykan. 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.
  13. Like
    halkaze got a reaction from DramaSetter in RELEASED: IWBUMS Build 39.67.3   
    Different people have different ways of enjoying.
     
  14. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.56
     
    [New]
    Added option to control whether vehicle radial menu is toggle or a 'hold' - let us know which you'd prefer as default Added numerical keyboard shortcuts to the switch-seat UI. Server now loads ServerCells nearest to clients before more distant ones. Server can cancel loading parts of the map that are no longer near clients. Clients are now prevented from driving into parts of the map that aren't loaded on the server. Traffic cones are drawn in front of the "grey zone" that indicates what's currently unloaded. Player must face doors when locking/opening/unlocking. Increased max java heap size to 2GB on 64-bit clients. Added car seats as loot table. 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. Added get/setter methods for ClientControls in CarController.  
    [Balance]
    Optimized map loading a little. Increased map-download timeout from 30 to 60 seconds while connecting. Client now downloads 20 chunks at a time while connecting to avoid timeouts. Significantly increased vehicle loot spawn. Decreased item spawning bonus via loot modifier on easier difficulties. Increased pain gained from using hand to remove a glass shard.  
    [Bug Fix]
    Server GUI fixes. Fixed keyboard shortcuts in the switch-seat UI being visible when using a controller. Fixed unnecessary call to glClear(). Fixed -Ddebug not being passed to coop server if host is in debug mode. Fixed TriggerHook("HookWeaponHitCharacter") -> TriggerHook("WeaponHitCharacter"). Fixed new MP players spawning with extra loot from lower difficulty levels. Fixed new Sandbox games using whatever difficulty was last selected. Fixed graphical glitches when player enters/exits a vehicle. Fixed one-time delay preventing clicking buttons in the MainScreen while in-game. 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 vehicle door sounds not being 3D. Fixed players with Deaf trait hearing vehicle sounds. 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 thread glitches with the new MP map-streaming system. Fixed switch-seat UI being available for burned vehicles. Fixed driving slowly on corpses can making your car fly. Fixed items spawning on front left seat. Fixed zombies attacking invisible players. Fixed world not redrawing when the window is resized. Fixed wheels on prone zombies not raising up as they do for corpses. Fixed erosion spawning plants on water. Fixed WorldStreamer requesting only a few chunks at a time sometimes. Fixed fake-dead zombies flickering when under vehicles in multiplayer. Fixed / tweaked a couple of things in WorldStreamer. Fixed BaseVehicle using obsolete playSoundImpl methods. Fixed hitting zombies not slowing vehicles. Fixed null pointer with Stove. Fixed Deaf people hearing radio or TV. Fixed visual weirdness of progress bar over player head during inventroy transfer. Fixed read option being available while sleeping. Fixed frozen food being usable in recipes from crafting menu. Fixed layout of the Reloading options Fixed confirm-sleep dialog (when in a vehicle) not working with a controller. Fixed NumChasingZombies being incremented for the wrong player in splitscreen. Fixed sleeping players panicking from seeing zombies. Fixed players appearing outside a vehicle when they're inside on the server. Fixed server -gui flickering when multiple players are connected. Fixed zombies not attacking players sleeping in vehicles.
  15. Like
    halkaze reacted to Snakeman in RELEASED: IWBUMS Build 39.67.3   
    Some things i found...
    First, grass grown on water (MP).
    Westpoint gass store (close to the storageunits) roof not dissapear (MP).
    If you go to the mc.logging on muldraugh:
    They have the same visual problem: http://map.projectzomboid.com/?desc=SurvivalL0#0.5478262181933632,0.2819633836928284,444.89799052849384
    Problematic Tiles: industry_01_48 & industry_01_49 (TileProperties issue)
    Working Tiles: industry_01_56 & industry_01_57.
    I have this issue on my custom map but i solve it changing to the working tiles, i checked that change on new builds affect also the base map.
    All the entire map have this problem (riverside, and muldraugh i tested), need to fix the problematic tiles definitions.


  16. Like
    halkaze reacted to MaxD12 in RELEASED: IWBUMS Build 39.67.3   
    Tried to play in 6 months later and found some bugs. First- almost whole forests on water (  this is one of most extraordinary bugs that I've ever seen in game  ) . It definetly depends from erosion, seems that Snakeman found this bug in early stage. And seems that this  bug in whole game  map- I found it in Riverside and West Point.

    Second- in 6 months later I've checked 8 cars in first  game and 5 in second- and none of them was with working car battery. Their condition was maybe the same as in Survival mode, but  battery remaining was 0 % in all cars that I've checked. Maybe working batteries still exist in this mode, I was not looking for a long time.

    Third-  some corpses of killed zombies still accidentally  disappear . I can loot them,but it's a little uncomfortable. The only way to see them is the blood around them,and I discovered that corpses are disappearing  more often if I kill zombies with knives

  17. Like
    halkaze reacted to MrTrololo in new utility for empty cans   
    empty cans should be accesible to store and boil water in heat sources
    yeah,yeah... i know we wave so much of mugs,pots,bootles etc. but just why not
  18. Like
    halkaze reacted to DramaSetter in S.P.I.F.F.O as S.P.E.C.I.A.L   
    Copycat'ing systems from other games look like a horrible idea..
  19. Like
    halkaze reacted to martingee in Simple vehicle accessories   
    Accessories (or attachments as I call them) are planned. We're still discussing to what extent they'll be implemented so any suggestions, as always, are welcome!
  20. Like
    halkaze reacted to Tails in Simple vehicle accessories   
    Some vehicle suggestions suggested by me.  
     
    1. Truck bed shells:  This will protect loot from falling out or getting  stolen from another player.   Here are some examples for truck bed shells. the first one with a camper attached to the back of a pickup truck.  

     
    here is another example with just a truck bed shell cover. 

     
    2. bull bars/ grille guards:  A good way to protect car when running over zombies with without causing damaging your headlights and front end of your vehicle and as well as not to damage the vehicles engine.

     
     
    3. Snow Plow: Usually during the winter time these plows were used to plow snow but now can also be used to plow zombies out of the way when driving.

     
    Here are some of the vehicle accessories for now. I will have to look for more cool vehicle accessories some time. 
  21. Like
    halkaze got a reaction from Jason132 in RELEASED: IWBUMS Build 39.67.3   
    Different people have different ways of enjoying.
     
  22. Like
    halkaze got a reaction from Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Different people have different ways of enjoying.
     
  23. Pie
    halkaze got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    The police car doesn't seem spawn in West Point Police station. I think UI offscreen rendering & UI rendering FPS may want to revert to the previous value by default because those who haven't test with IWBUMS & Vehicle will get confused.  
    I'm patiently wait.☕
  24. Like
    halkaze reacted to MashPotato in RELEASED: IWBUMS Build 39.67.3   
    Thanks for the thorough report Capt. Motty! I've gone through them and have made fixes  However, just a couple of comments regarding some things I didn't change:
    - I don't consider more than one light switch controlling the same light a bug; this is a fairly common feature in many homes
    - While I altered some fence alignments, not all are "meant" to be aligned and so they were left as-is
    - Quite a few of your reports of missing light switches were in rooms that definitely have light switches in my files; we're going to double-check to make sure those light switches have the correct properties, but if you still see these missing in future builds please send me a PM as that means something is majorly screwy.
     
    Also, just a note that these fixes will not appear right away, though they should be in the next build I would think.
     
    Thanks again!
     
    And everyone who gives map bug reports, please note that while I don't fix all map bugs right away (I tend to do it in batches), if you report them I will fix them! I appreciate all your help with this  
  25. Like
    halkaze got a reaction from Snakeman in RELEASED: IWBUMS Build 39.67.3   
    The police car doesn't seem spawn in West Point Police station. I think UI offscreen rendering & UI rendering FPS may want to revert to the previous value by default because those who haven't test with IWBUMS & Vehicle will get confused.  
    I'm patiently wait.☕
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