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halkaze

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  1. Pie
    halkaze got a reaction from Cool_Fox in RELEASED: IWBUMS Build 39.67.3   
    ・The time display on the upper right of the screen is hard to see in winter. 

    ・Dash launcher sheet UI. texture bug.
     

  2. Like
    halkaze reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Glad I could contribute some help!
  3. Like
    halkaze reacted to Magic Mark in RELEASED: IWBUMS Build 39.67.3   
    Uhhh... no, and that alone is a contradiction to your own complaint. I'm not trying to be rude but I hope you will understand why after this post.
     
    Those things he 'nitpicked' need to be fixed in order for the map you get on the full release to be accurate and arrive as fast as possible. In fact, not doing that would probably slow the process as the developers would have to find those issues themselves. 
     
    I'm not sure there's any place here at all to question his efforts since he actually did a heck of a job documenting what the map people have been hunting down for a long time. I can't speak for the developers but there is nothing wrong with documenting map bugs.
     
    Meanwhile, absolutely everybody is already aware that the map is out of date. Like I said before, this is a testing build. The map already provided covers the map that has actually been released to the public. So... if they did jump the gun and waste time by releasing an unfinished update to the map with plenty of map bugs, the map you would be stuck with for a while would also be 'out of date' in that sense. It would be for a build not actually available to non-testers. It's hardly worth a mention at all especially since, as you said, it has been reported already.
     
    I hope this helps! You have a nice day. This really shouldn't be a drawn out discussion as the map release pertaining to actually released content makes this matter cut-and-dry.
  4. Like
    halkaze reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    You seem to have a tendency of being pretty aggressive towards things. The fact that you say "we got a guy nitpicking" makes me seem like a duffus. The online map itself isn't a problem, I don't see how the map not showing new areas is a big issue. To rely on a map for gameplay experience is not my thing, since to me that ruins the sense of exploration.
     
    I get that you might need the map every now and then to travel to certain areas so you won't get lost in the almost empty world but I am sure they'll fix that soon. 
     
    You also seem to have missed my point when I did that recent report. The reason for that is there to mention the map design flaws at Riverside in-game since in my most recent playthrough I noticed those issues where breaking the immersion. Not that there's errors in the online map. As I feel the devs who made the Riverside section might of either rushed the area or just didn't pay attention. Because to me that's more important for a better gameplay experience than having to care about a user made map for the game.
  5. Like
    halkaze got a reaction from skyluke780 in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  6. Like
    halkaze got a reaction from Jason132 in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  7. Like
    halkaze reacted to PPanda0421 in RELEASED: IWBUMS Build 39.67.3   
    I agree some of these things are you being picky as Capt. Motty suggested. Others are settings that can be changed in world creation.
     
    1. Too many zombies can be changed in settings. Can also turn off respawn.
    2. Zombies with intelligence can be changed as well. However there are numerous ways to lose them than using the forest. One new way is using cars as a barrier. Try being more creative.
    3. Locked homes. Another setting.
    4. Too many cars without keys/gas. Another setting (seeing the pattern here?)
    5. They usually destroy player-made crates. Climbing over cars could be a new feature in the future.
    6. Do you want instant-kill with your new axe? Won't that be boring when you can instant-kill everything in 1 shot at the very beginning? That being said you CAN instant kill zombies with an axe with high level blade and attacking at the right angle.
    In addition, if you knock them down with 1st shot you can more often that not, kill them with the 2nd shot when they're down. Advance those skills!
    7. I haven't seen 1 shot kills using blunt weapons but again, increase skills to kill them in less shots. I think you can also change the zombies to make them weaker.
    8. I think that's more than enough. I use this van which has I think 5 or 6 seats plus the trunk. 5*24+110 = plenty of storage. Plus I play with HC which has even more storage options.
    9. My key ring has over 200 keys and 20+ cars so not sure what you're talking about.
    10. Heavy sheets. Picky.
    11. Unfamiliar with safehouse.
    12. Picky. Depends on size of tree. If sapling agree that it should be destroyed. However, have you ever chopped down a tree that gives back 4 logs? Those things are massive...
    13. I can kill a zombie when I hit him head-on (and keep driving) at 20-30 mph.
    14. ? When I run over zombies they're usually dead. Were those zombies crawling?
    15. Picky but your hours look off. If you're stuffed/full there is no way you'll be hungry in 2 in-game hours. (hey if you can be picky, why can't I?)
    16. Stealth zombies after logging back on? You mentioned playing online in the next comment. You sure no time has passed? I doubt MP servers would wait for you... However if you saw this in SP, it could be a bug...
    17. I'm not familiar with MP but this sounds like a reasonable request. Being able to sleep in MP whenever you feel like it as long as time isn't fastforwarded for everyone.
    18. No idea about vote kicking.
     
     
  8. Pie
    halkaze got a reaction from EnigmaGrey in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  9. Like
    halkaze got a reaction from trombonaught in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  10. Like
    halkaze got a reaction from DedpaUrvor in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  11. Like
    halkaze reacted to nasKo in Blends n’ Shades   
    Evening all. Some good vehicles stuff today as they approach their public release, and info from the animation coalface.
    BUILD 39 IWBUMS BETA
    As stated last week, we’re in the final IWBUMS beta build(s) before we get vehicles out to public. This week we discovered an annoying map streaming hitch in MP (previously slightly obscured, but made more visible by last week’s improvements to chunk loading) so have this week been ironing it out – which hopefully means that today’s public IWBUMS beta play more smoothly. It has been released today as a part of Public IWBUMS Beta 39.52.
    Also included in Build 39.52 are improvements to vehicle collisions with zeds. In essence there’s now a far higher chance of turning zombies into crawlers, and your speed is now tied to the amount of damage you do – and whether you’ll be rewarded with a blood splat.
    Vehicles now also bump slightly when driving over corpses and, while there is a ‘boost’ bug associated with this that we need to deal with – illness on the team has meant we couldn’t fix this in time for the release today, but hopefully you can forgive the occasional car-catapult.
    Elsewhere loot in cars has been brought in line with what you’d expect from the loot in nearby houses, fixes have been made to zed pathfinding, XP from broadcasts has been increased, the mass of car wrecks has been reduced and outdoor generator use has been enabled in all game modes by default. Full changelist here.
    ANIMATIONS
    As regulars will know, we have Mark from Bitbaboon working on our new animation system – and he’s using his knowledge from his lengthy experience as a Technical Director in the world of AAA game publishing to make the implementation of new animations (for both the PZ modding community, and PZ developers) as modular and intuitive as possible.
    The primary dev and modding tool that facilitates this is called AnimZed, and this week Mark thought it would be fun to give you a video tour around some of its functions – while he continues to prepare AnimZed, and the PZ codebase, for the point post-vehicles at which we can all jump in.
    There’s just one quick item of note: in the video when animation stances change in AnimZed they suddenly flick to their new position – this is because in demonstrating the tool the ‘blend time’ was left at 0 seconds meaning instant switch between one pose and another. In the game they would clearly be blended so they look smooth and natural.
    (Oh, and our apologies for the robo-voice in the vid, but Mark thought it better than his own gruff Brummie accent.)

    This vid gets quite technical, but hopefully explores and explains the breadth and scope of what we’re aiming for a little better than dry boring text.
    WEATHER
    Turbo’s weather system – a realistic representation of temperature, weather patterns, precipitation, fog, snow and ice melt has been taken for a few spins backstage in the recent week to spotlight the key areas that need fixing/improvement before it can be integrated into public test builds.
    Tester feedback has been pretty positive, outlining especially that you can really feel the passage of the time of day a lot better now – and people also seem to like the way that a storm will gradually roll over a map in a way that it would in real life.

    We are also treating this as a way of killing two birds with one stone, as up till now there are areas of the game where visibility has been a problem due to our current shaders – and as such Turbo has been experimenting with many and various time of day and seasonal settings.
    His side mission being to get the right balance so PZ’s visuals don’t become over-saturated, and on the other side making sure the winter months aren’t *too* drab and dreary. Please note that the following are super WIP – some are a little too garish still, but do look quite good at the correct time of day.

    For now however Turbo is concentrating on the system’s bugs – like the way, for example that fog disappears completely when you enter a building, making the area around the house visible.
    OTHER STUFF
    Elsewhere in PZ-land Stas is getting to grips with our improved gamepad functionality and set-up options, while long term Louisville construction continues, and Bitbaboon Steve is on hand to go deeper into the optimization of our MP game.
    In terms of the Build 39 vehicles release then Blindcoder is also currently working on the update to the official online PZ map that’ll reveal/spoil every gas station, residence, warehouse, farmhouse, henhouse, outhouse and doghouse that’s new in the upcoming release.
    This week’s trailer park massacre from Sergeant Giacomo. 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.
  12. Like
    halkaze reacted to DramaSetter in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  13. Like
    halkaze got a reaction from Geras in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  14. Like
    halkaze got a reaction from Keshash in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  15. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.52
     
    [New]
    Tweaked how hitting car collisions with zombies work: There is now a far higher chance of turning them into a crawler. Ways in which speed impacts damage/response on zombies balanced. Damage to vehicles from zombie collisions improved - far more likely damage to hood/windshield. Added blood splats when hitting zombies at speed. Vehicles now bump slightly when driving over corpses. 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 PZArrayList.toString() since the base implementation uses iterator() Added context option for placing movables Updated credits  
    [Balance]
    Tweaked player temperature calculations. When in a car the player's temperature will see change more quickly and react to the heating/AC better. Lowered the mass of wrecked cars. AllowExteriorGenerator is now true by default. Radio/TV XP increased, and fixed discrepancy in bonus for halo display. Increased vehicle loot spawn  
    [Bug Fix]
    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 double wooden doors using a wrong texture. Fixed open air garage and opened double gates having no vehicles collision. Fixed broken headlights meaning that taillights malfunction. Fixed elements of world streaming code to fix slight hang on loading new chunks in MP 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
  16. Like
    halkaze reacted to NagashUD in RELEASED: IWBUMS Build 39.67.3   
    Just a question about the car batteries, is it possible to reload them with electric generator? or an other way ?
  17. Like
    halkaze reacted to LeoIvanov in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  18. Pie
    halkaze got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    ・The time display on the upper right of the screen is hard to see in winter. 

    ・Dash launcher sheet UI. texture bug.
     

  19. Like
    halkaze got a reaction from trombonaught in RELEASED: IWBUMS Build 39.67.3   
    ・The time display on the upper right of the screen is hard to see in winter. 

    ・Dash launcher sheet UI. texture bug.
     

  20. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.49

    [New]
    Now always able to start cars in debug mode. Opening the Mechanic UI now happens instantly in debug mode. "Seat Occupied" notification shown in Mechanic UI if someone is sitting on the seat you're inspecting. 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. For now it's false by default. Added Mechanic UI cheat command to set exact gas/pressure levels Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair
    [Balance]
    Balanced damage on various car parts. Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced. Updated the 'Save cannot be loaded' text before the game for players with Build 38.30 saves to make it more readable. Made microwave/oven ui background a bit darker to improve visbility. Changed IsoWorld.emitterUpdate from OnceEvery to counting milliseconds to avoid built up sounds. Made vehicle travel through forests bumpier compared to open countryside. Nerfed damage to parts when driving off-road. It now also takes into account whether you're in a forest zone, countryside zone etc
    [Bug Fix]
    Fixed mod .tiles sprite property values being wrong (Issue 1376) Fixed more vehicle-related translations. 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 PZArrayList iterator exception in IsoGridSquare.explodeTrap() 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 a wrong calculation in the CarSpawnRate sandbox option. Fixed car part condition drops while driving not being synced in MP. Fixed game freezing when hundreds of nearby zombies play footstep sounds. Fixed metal-barricade sound not playing in MP, or for IsoThumpables. Fixed missing parts of double doors not being repairable by building a new one over the old one. Fixed keys being put into the ignition leading to them losing their favorite status. Fixed chop-tree action stopping too soon when the player's endurance is low. Fixed radio sine-wave UI updating while paused and at different rates depending on fps. 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 hood being closed twice when the Use key was pressed with the Mechanic UI open. Fixed failed-to-start engine sound not playing in MP. Fixed some vehicle sounds playing at full volume for distant players. Fixed prone zombies being pushed by non-prone zombies on the client. Fixed solidtrans objects adjacent to window frames (without windows) blocking movement.
  21. Pie
    halkaze got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    ・Mercia lang 4000: taillight and headlight become black when turn on its.
    ・Mccoylogging:Dash-bulldriver: Sheet UI is OLD.
    ・Radio frequency UI FPS Remains low.
    ・Dead bodies on campfire doesn't show when game restarted.
    ・Boiling water will cool too quickly. (sterile bandage can not be made.)
    ・I can not cut down a tree by fast forward when I am tired.
  22. Like
    halkaze reacted to Blake81 in [Vehicles Test Server] Spiffospace: Vehicles   
    So, been playing the new IWBUMS for a few days, trying to check on a few old bugs and discovering some new ones. Here's what I found
     
    -HIGH vehicle spawning does not seem to work; or any of the other settings. Checked on the big parking lots of WP as well as the houses driveways, and the amount of cars is pretty much the same for either. (Note: I am playing on 4 months after)
     
    -Batteries could use a bit of a buff; not as invincible as they were before, but not as they are now that their charge goes down like I'm driving a Prius with no gas on an Expressway.
     
    -Headlights are JUST TOO WEAK; just a fender bender against a tree (less than 20 miles) and they are both totalled (from 100% to 0%, both of them). And as someone with a late 90s car who had a headlight-destroying fender bender, I can tell you that the LIGHTS themselves, usually keep working, even after the outer glass and the reflector cone has been fully destroyed. Heck, in my case, the fender snapped, the hood was botched and the outer glass was fully destroyed, yet the bulb still worked. Maybe we can make it so they take a few more hits before totalling, and maybe if you hit a tree on the right side, not having BOTH of them go out.
     
    -Still can't find any keys or Zed near the car, alive or otherwise, even with all loots set to Abundant. And on the nearby house, the pickings have been slim as well.
     
    -The Mufflers are still made of old toilet paper and spit apparently, because they degrade faster than Link's weapons on BotW. A brand-new, Performance one can't stand a trek from WP to RV and back without dropping half the way back. Why has this still not been addressed? It does not make any sense.
     
    -Right now, Sports Cars are pretty much useless; low trunk space, usually just two seats, hard-to-come parts, obnoxiously LOUD. They sound like the early-days cars (read: like rusty lawnmowers). And even on speed, which should be their finest trait, they are not much better than you average lightweight Standard (Rancher or Horizon). Is there really any point to them beyond the ''Running Zeds over with STYLE'' part? And honestly, I can't even think of any advantage they could have over the rest (because extreme speed ain't exactly a desired trait in this game).
     
    -All cars still start with Small Gas Tanks. Shouldn't they start with a Standard tank? As it is, like, STANDARD?
     
    -Does car weight affects performance in some way? So far, I have not found any reason to not stuff my car with Big Seats and a Big Tank if I can find it. I initially wanted to strip down the doors of my Rancher to make it more maneuverable, but after doing so, I found no difference (besides all these bite marks and scratches on my char).
     
    -You still lose your car if you exit the game while inside of it. This bug has been here since day 1 of the car patches, so I am surprised it still has not been dealt with.
     
    -Loot on Car Mechanics is still a bit off; lots of doors, gas tanks, suspensions and brakes (which is good), nary a dreaded Muffler, or Engine Parts, or TIRES of all things. Even Batteries tend to be rare. (Note, all of this tested with all Abundant loot)
     
    That's all for now.
  23. Like
    halkaze reacted to B33ware in RELEASED: IWBUMS Build 39.67.3   
    Spotted a strange thing that break immersion a little:
    If I broke my headlights, I can't switch light on, even if my taillight is ok.
  24. Like
    halkaze reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.45
     
    [New]
    Added 2 rear seats for the small cars. Load .lotheader files in threads to reduce savefile load times. Player is now notified when trying to enter and vehicle seat is missing or occupied. Clicking the "Turn Off" or "Turn On" button now closes the vehicle ac/heater UI. Added translations for remaining vehicle menu options. Added context menu option to toggle ISVehicleMechanics.cheat in debug mode. Server softreset now resets vehicle key spawns, container loot and shuts off engines. Increased performance when generating a burnt building. Vehicles don't fade out until plahyer is 15 squares away, or enters a pre-existing building. Equipped umbrellas 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. Initial Gas sandbox option has now more options (very low, low, normal, high, very high, full). Added a Chance of Gas sandbox option (before that, Initial Gas governed the chance of a fuel tank to have gas), options are: low, normal, high. Updated burnt car texture & added new burnt cars.  
    [Balance]
    Adjusted appearance of the vehicle heater/ac and lightbar UI. Balanced Mechanics XP gain. Increased the odds of spawning the car keys directly in the car/nearby container/zombies instead of on the ground. Increased loot spawn of shovels, cigarettes and lighters. Increased the chance of a vehicle spawning items. Increased the chance of spawning ammunitions in container.   [Modding]
    Can now get HandWeapon.RunAnim with getRunAnim(). IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage().  
    [Bug Fix]
    Fixed being able to access Mechanic UI while driving. Fixed irregular rear windows by updating Van texture. Fixed exception in ISVehiclePartMenu.getNearbyFuelPump() if a square is null Fixed exception when removing corpses that spawn in vehicle trunks. Fixed exceptions during server softreset. Fixed exception with Use key when checking for doors. Fixed IsoMetaGrid.processZones() taking a long time to do nothing. Fixed overly-long map names appearing on LoadGameScreen. Fixed clicking on 1x sprites that are scaled to 2x. Fixed rendering a 2x sprite attached to a 1x sprite. Fixed pathfinding glitch caused by failing to update a vehicle's poly. Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true Fixed lighting not updating when climbing over a fence. Fixed vehicle keys spawning in water, under trees, or in solid objects. Fixed vehicle hood being open when it is uninstalled or locked. Fixed fake-dead zombies attacking players in vehicles. Fixed digging graves not being allowed on level 7. Fixed double doors being buildable through perpendicular walls. Fixed -debugtranslation not replacing - with _ in DisplayName. Fixed container overlays not updating when rotten food is destroyed. Fixed ItemPickerJava.updateOverlaySprite() not getting called from some places. Fixed ItemPickerJava.updateOverlaySprite() not clearing overlay from empty containers. Fixed vehicles with unlocked doors and full gas tanks not being available in debug mode. Fixed damage to zombies and height of vehicles bouncing at higher framerates. Fixed player being able to build and place objects on squares occupied by vehicles. Fixed the Van using VanSeats texture. Fixed saves from build 38.30 being able to load, problematically, into vehicle build. Fixed small car burnt 02 using the small car burnt model. Fixed various health-panel actions not being possible in a moving vehicle. Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen. Fixed TV broadcasts not always giving bonuses like radios do. Fixed vehicle keys spawning on zombies - they were previously being lost when the zombie dies. Fixed randomized buildings/stash not being spawned. Fixed installing/uninstalling lights & battery not giving any XP. Fixed mechanics XP in MP being given even when the action fails. Fixed grocerystorage garbage being stocked with fresh food. Fixed missing mechanics UI hitboxes for SportsCar. 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 car color mask.
  25. Like
    halkaze reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Currently I have been playing on a custom survival setting on sandbox and things have been pretty good even with multiple mods of my choice being used. I am currently at around Day 17 and my power has gone out in-game, and so far so good. The zeds are forming pretty big hordes and my game has yet to still lag or stutter at all. I used to have horrible lag and stutters before but not any more. Averaging from a solid 100fps to a constant 60fps when big hordes and action is going on. I haven't experienced any horrible bugs or glitches or for a matter of fact, any game problems that have to do with my system like any crashes or errors popping up..... and yes, I have tested mostly everything from different scenarios and settings on sandbox and they all work great. I can give out screenshots of the settings and mods if you'd like later. Even in-game performance with the FPS counter on top.
     
    I have been enjoying the new addition of vehicles and have been able to do things I didn't do before like take long trips without worrying about wasting time running to that location, therefore moving bases, and items, are now a more viable thing for me. Since I never had the courage of moving from one base to another place. Ex. Setting a base at Riverside then moving to Muldraugh. I can escape dire and dangerous situations where as before I'd probably die. I could write much more about how many things vehicles have changed in terms of game play.
     
    I do have some complaints and more feedback to give to the devs but I can't think of too much right now since I am at work at the time of writing this. If you want the extra feedback or want to ask me specific questions, feel free to ask them. I will give my best responses to help with the feedback gathering. Also I will be giving my PC specs once I get home.
     
    QnA made by myself:
     
    Q:Do you think vehicles are overpowered? Or game breaking?
     
    A:No I firmly believe that at their current state they are not op in any way due to the fact that they will at some point break down and you can get in a situation where you're stuck and the zeds will end up breaking your windows for their tasty meal. You can even have injuries if you crash which makes driving vehicles less op. They are great at the moment and I believe they are balanced. At some point you won't be able to refuel your car since power goes out, gas goes too. So stocking up on gas is crucial.
     
    Q: Have you ran over zombies and crashed?
     
    A: Yes, I have gotten a few zeds killed just by ramming into them but it isn't the best way of clearing them, again, it's balanced. And yes I've had accidents.
     
    Q: Have you experienced any game breaking vehicle bugs or glitches?
     
    A: No, not yet atleast. They are working fine.
     
    Q: Does it lag or stutter at all when driving around the map? 
     
    A: Not really, even though I do get the occasional lag hiccup every now and then. But only had it happen 4 times when there's a lot of trees around.
     
    I'll reply to question instead of putting them here.
     
    Feedback regarding car sounds: I don't like that the sounds can be heard looping, specially when sounding the horn, backing up in vans, and sometimes the engine sounds hiccup or can be heard looping. Please add more variety of crashing sounds instead of the generic glass shattering sound.
     
    Driving: It's good where it's at.
     
    Additional vehicle details that I would like to see:
     
    The heater and cooler don't seem to be working, everything is fine but it seems like it either is ineffective or not working.
     
    Please add a digital clock to the car dashboard.
     
    Some vehicles damage textures are weird, like red paint on the glass?
     
    Will there be visible movement/actions whenever the anims come out? Like if I open the car door or trunk, will we see that? On an old mondoid I saw a car with an open door. 
     
    Will we get more vehicles like bikes, motorcycles, buses, big trucks/commercial trucks etc..?
     
    Ok that's it for now, this is the biggest thread I've made and I don't want to make it any bigger than this or else readers will ignore and not see this.
     
    I just want to help the devs and contribute to the topic. Thank you.
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