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halkaze

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  1. Like
    halkaze reacted to EnigmaGrey in RELEASED: IWBUMS Build 39.67.3   
    Sometimes falls to 16 - 21 FPS on my system at 3800 x 1600 res, but is otherwise playable compared to the old days. Worst performing bit is when the doors first open and being  half-way up the stairs.
  2. Pie
    halkaze got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    "Challenges:Opening Hours's FPS is very low and too lag. (1fps~5fps)
     
    My performance
    OS: Windows 10
    CPU: Intel Celeron 3215U 1.7GHz
    GPU: no
    RAM: 8GB
    Obviously,  my performance is low.
     
    How is High performance' situation ?
  3. Like
    halkaze reacted to Pandorea in RELEASED: IWBUMS Build 39.67.3   
    Mechanics skill XP gain is WIP.  The team is working on balance between simple and more skilled tasks, success and failure rates and avoidance of repetition which usually leads to "grind" (installing/reinstalling the same battery repeatedly, for instance) Plus, the skill should fit in nicely with already established skills...This may take some time to get right. So keep the feedback coming! (within reason, obviously  )
  4. Pie
    halkaze got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    Texture bug  
    Vehicle's brightness is too bright (No shaders).  
  5. Like
    halkaze reacted to Lexx2k in RELEASED: IWBUMS Build 39.67.3   
    I still hate how cars disappear out of your vision once you look the other way. This happens to no other big objects. Not to houses, not to furniture, not to garbage bins... but cars for some reason disappear. Yes, they can move around, but if I just parked a car outside my house, then I *know* it is there, even if I look the other way for a second. There should be either a delay, or just stop them from going invisible completely, even if they are behind a wall.
  6. Like
    halkaze reacted to B33ware in RELEASED: IWBUMS Build 39.67.3   
    1000% agree, it breaks immersion, world with cars and jams seem more natural and realistically.
    At least cars that you already discover should be always visible.
  7. Like
    halkaze got a reaction from Jason132 in RELEASED: IWBUMS Build 39.67.3   
    Texture bug  
    Vehicle's brightness is too bright (No shaders).  
  8. Like
    halkaze got a reaction from Shinjitsu noDeshi in RELEASED: IWBUMS Build 39.67.3   
    Texture bug  
    Vehicle's brightness is too bright (No shaders).  
  9. Like
    halkaze got a reaction from hunger john in RELEASED: IWBUMS Build 39.67.3   
    Texture bug  
    Vehicle's brightness is too bright (No shaders).  
  10. Pie
    halkaze reacted to Joris in Warning: don't be Runescape   
    Hi,
     
    My conclusion: be careful not to overwhelm the (new) player with entire lists of items, skill levels and crafting recipies. In fact I think it already is too much! Instead, change the inferface to hide skills, items, recipies and other mechanics until later in the game or if the player asks for it.
     
    I think this is crucial for your game to be a growing succes. And I feel I have to tell you, because your current audience (loyal game testers who embrace every addition to the game) might not see the danger.
     
    I started playing PZ in 2014. Back then the game was full of bugs and technical limitations but it was more intuitive than it is now. Recently I got back to this great game (so after 4 years) and these are some of my impressions:
     
    - The character screen shows so many (ex-) jobs, perks and tweaks all with corresponding statistics but I mostly don't know what they mean so I skip the min-max-ing stage in fear of unpurposely making a permanent mistake. Let's just start a standard game.
    - Opening the skills tab, it shows more than just a crafting skill. In fact crafting is seperated into electricity, metal working, and carpentry. Realistic perhaps, but worrying... and after 2-3 hours of play I'm still at 0xp.
    - Browsing through the skills catalogue: 'create smoke bomb'; 'create smoke bomb with timer'; create smoke with proximity'; create bomb#2 with combination #4; etc. etc. while I don't even have the skill level for it. Where do I even start? Do I need this?
    - I notice that I can use the sink to fill a pan, but not use the pan to fill in the sink. That means that apparently I've come along many electrical and craftable objects but simply didn't notice how to use them. We're >8 hours later and I haven't seen a single bush to forage. And no, I'm not going to read a wiki or other manual to play a game.
    - Wait, did I say foraging? Trapping and fishing? Am I supposed to grind through all these skills in order to survive? Is this Runescape? XD
     
     
    Enough complains: please change the interface and hide some mechanics for new players! I just want to invite friends to this game, but with the current first impression they won't be convinced.
     
    Thanks!
     
    Joris
  11. Like
    halkaze reacted to Shinjitsu noDeshi in RELEASED: IWBUMS Build 39.67.3   
    In the U.S., commercial vans and delivery trucks have a "back up alarm" to alert people behind the vehicle that it's moving backwards.
     
    Shin
  12. Like
    halkaze reacted to Tails in RELEASED: IWBUMS Build 39.67.3   
    Testing out this test build here is my feedback on the vehicles.
     
    The car battery drains really fast.  I found a Fire Department Dash Bulldriver in good condition and drove it from the Rosewood Firehouse all the way to the farmhouse near the farmers market outside Rosewood and the car battery went from 99% to 60% car batteries dont die from driving for long periods of time. hopefully some way to make car battery last much longer. Also muffler still seems to degrade too fast but my car battery seems to drain much faster then muffler.
  13. Like
    halkaze reacted to Computerology in RELEASED: IWBUMS Build 39.67.3   
    Vechicles are amazing. I have just two things that I noticed that bug me a little bit, though.
     
    1. Perhaps moodlets like being drunk or overly tired could severely impair your ability to drive. I drank a full bottle of whiskey and got into a vehicle (for science), and it has absolutely no effect.
     
    2. The physics of the cars are pretty great, feels similar to driving in GTA. The only thing that is missing is a handbrake (SPACEBAR), so I can drift around corners, because it gets pretty hard to steer when going at top speeds.
     
    Great work, otherwise!
  14. Like
    halkaze reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    Available on Steam beta branch 'iwillbackupmysave'
     
    New Features:
     
    Vehicles Er... lots of other stuff to numerous to recall. We'll look into an overview of added features at a later date.  
    Post your bugs over here!
  15. Like
    halkaze reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Server's still up with people playing on it, sipping RAM, and I don't see any big complaints on the three sites to worry me, so.
     
    Maybe we'll have a good day today.
  16. Like
    halkaze reacted to Batsphinx in RELEASED: Vehicle Test 41   
    If this build seems okay (as in: no major horror shows) then we'll be killing the vehicles beta branches tomorrow, and shifting it all back into the traditional IWBUMS beta.  
  17. Like
    halkaze reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Vehicle Beta Build 41

    [New]
    Added new foraging/parking zones - specifically close to Rosewood. 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. Solid objects, trees and vehicles prevent double-doors from opening and closing. Added cheat Get Key / Repair Vehicle to context menu when clicking outside any part.
    [Balance]
    Changed SafetyCooldownTimer and SafetyToggleTimer server options to seconds. Force player to exit vehicle when using Mechanics UI.
    [Bug Fix]
    Fixed overly-long physics box on the Dash Rancher. Fixed burned vehicles sometimes floating off the ground. 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 translations not being used for "Basic Mechanics" etc in mechanics UI. Fixed car battery being simply called "Battery" and causing confusion. Fixed engine-volume calculation for splitscreen. Fixed action progressbar not rendering for split-screen player. Fixed vehicles not working for split-screen players in multiplayer. Fixed old double-door code being present. Fixed physics not updating on the server when double-doors were closed. Fixed there not being a check for null sprite in IsoThumpable.syncIsoObjectSend() Fixed sprite properties: railings, street-crack grass, double-door lighting. Fixed syncIsoObject() sometimes sending truncated packets to the server. Fixed issues with double doors. Fixed lighting not updating when player is walking a path. Fixed lighting not updating after a character wakes up. Fixed RadialMenu sometimes staying transparent at certain framerates. Call UITransition.UpdateAll() in render() instead of update() Fixed player avatar animating slowly in character-creation ui. Fixed RPM in MP to improve fluctuating gears and ear-splitting audio. Fixed hood being closed when closing mechanics UI when the player was out of range. Fixed player exiting a vehicle without opening/closing the door sometimes. Fixed TutorialPanel.prerender() error. Fixed VehicleManager.clientReceiveUpdate() exception. Fixed random two vehicle wrecks sometimes putting a vehicle on the wrong chunk.
  18. Like
    halkaze reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Happy to see that the visual bugs with the railing sprites are fixed. Here are my longstanding issues, unsure if these are horror shows:
     
    Vehicles:
    -Key is still required to take engine parts. Only workaround is hotwiring the car.
    -Decided to remove the truck from our server that kept switching textures after it was patched, as an identical one we found did not have this issue. Hoping that is the case.
     
    General Issues:
    -Zombies respawning on some roofs in a world where respawn is turned off entirely. This is after a player went to that roof and killed them as well, so the roof in question as been 'seen' from the level as well.
    -In our non-steam multiplayer server, TVs still do not reward XP when nature shows are watched, neither do they reduce boredom. Tested in a server with 4 players to learn that it is not an isolated issue.
  19. Like
    halkaze reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Vehicle Beta Build 40

    [New]
    Moved EnableVehicles from being a Game Option to being a Sandbox Option. Doors can now be locked from inside without a key. Commercial building doors can be locked from the inside as well. Added crafting recipes for double wooden doors/gates (still WIP) & double metal doors/gates. Player now walks to engine hood/bonnet and opens it before starting Mechanic skill tasks. It will close it automatically when you're done. Updated vehicle masks (fixing green outlines). Added PerformanceSettings.getUIRenderFPS() to fix rates of animating UI elements Added saving/loading/translations for the UI rendering options. Added "Fill Grave" command to fill a grave to its capacity of five corpses. Added many new items to spawn in vehicles (cigarettes, tissue, etc in glove box, clothings in truck bed..). Added several new specific 'owner profession' loot spawns for vehicles (construction worker, taxi driver, painter etc) Added "CHEAT: Remove Vehicle" menu for burned vehicles in the mechanics ui.
    [MODDING]
    Ability to disable/check player animations through setForceOverrideAnim(bool)/isForceOverrideAnim()
    [Balance]
    A few changes to speed up zombies responding to sound. Hopefully will reduce the amount of lag from zombies when in car. Stores sounds heard on chunks, so will be less iterating and testing sounds per zombie. Slightly lowered long range car sound triggers to further ease on it without hopefully ruining zombie attraction. Sometimes a battery will spawn almost fully charged, no matter your difficulty or time since outbreak, to simulate a more recent use. This should make finding a working vehicle in Six Months Later less of a pain. Nerfed the impact of world age on the battery remaining delta, also to help with the above. Lowered default car's speed limit in MP from 70 to 50. [Can still change this if you want in Server Options]
    [Bug Fix]
    Fixed Mercia & Offroad masks not being present so you can now see uninstalled parts. Fixed visual flaws by updating small car shell texture. Fixed Small car having a flipped mask - meaning that uninstalling the left window would show the right one removed etc. Fixed the slow flashing rate of aspects of the Mechanic Skill UI. Fixed there being a rear door on the Small Car 02 texture. Fixed an unneccesary XP bug crashing some mods. Fixed exception for using iterator in IsoObject.FindExternalWaterSource Fixed vehicles colliding with flattened trash cans in MP. Fixed wrong textures showing for burnt/cooked/rotten food. Fixed physics not updating after creating solid objects. Fixed Carpentry objects that block player movement not blocking vehicles. Fixed physics debug-rendering Fixed pressing Escape key in chat cancelling actions. Fixed path-smoothing for zombies to improve performance of hordes. Fixed duplicate "hunting" entries in Distributions.lua Fixed not being able to right-click on other players in multiplayer. Fixed key icon over player appearing when vehicle is behind wall or on another level. Fixed position of item textures in crafting window. Fixed possible NullPointerException in BodyDamage.UpdateWetness. Fixed IsoPlayer.dirtyRecalcGridStackTime never going to zero after mouse-looking. Fixed ISVehicleSeatUI exception Fixed some debug ui rendering out-of-sync with UI FBO. Fixed walking-on-the-spot when zombies move through hedges. Fixed assert being hit in old code. Fixed walking-on-the-spot when two path nodes are at the same location. Fixed lighting not updating when turning a lightswitch on/off.                                        Fixed lighting not updating after climbing through a window. Fixed right-clicking on 3D corpses. Fixed exception with radio sine-wave display. Fixed exception with vehicle heater UI. Fixed squares with dumpsters or other solid objects sometimes not being rendered. Fixed malformed SuburbsDistributions causing exceptions in ItemPickerJava Fixed some controller issues with map UI. Fixed inventory highlight color when using a controller with offscreen rendering. Fixed zombies playing multiple idle sounds in multiplayer. Fixed vertical position of vehicles at 1x scale. Fixed engine condition not being synced in MP after repairs. Fixed engine condition not being synced in MP after removing engine parts. Fixed rendering issues with map UI. Fixed context-menu tooltips hiding/showing every time the mouse moves. 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 vehicle gauages not pointing at zero. Fixed speed dial going past 120 and not scaling with server's SpeedLimit option. Fixed vehicle steering getting slower when the framerate is below the chosen framerate. Fixed station-wagon rear being clipped by too-small offscreen texture. Fixed rendering issues in ServerDisconnectState. Fixed blue/green swapped colors in UIElement.DrawTextureCol Fixed number of corpses in a grave not being synced in multiplayer. Fixed ArrayIndexOutOfBoundsException after player teleports. Fixed missing vehicle loot distributions. Fixed zombies not responding to sound in multiplayer. Fixed world sounds not getting added to all chunks they touch. Fixed bug with SpeedLimit option. Fixed NullPointerException after teleporting. Fixed display not updating for zombified player after death. Fixed black screen when trying to create a new character after dying in MP. Fixed vehicles being assigned unique ids on the server when they hadn't been added to the world. Fixed infinite loop in WorldSimulation. Fixed the Shout key not working for passengers in vehicles. Fixed Passengers being able to use the vehicle horn with the radial menu. Fixed vehicle sound issues. Fixed exception opening mechanics ui with burned vehicles. Fixed issue when vehicle zones overlap a chunk for optimization reasons Fixed siren sound abruptly cutting out 10 tiles away. Fixed and adjusted alpha of more UI elements when using offscreen rendering. Fixed 2D/3D switching of vehicle backing-up/horn/siren sounds. Fixed framerate issue for CarController throttle. Fixed engine sounds for vehicles driven by other clients not being synced.
  20. Pie
    halkaze got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    The rear part of the vehicle is chipped.
    (Probably)Long car only?
     
  21. Like
    halkaze reacted to arkahys in RELEASED: Vehicle Test 41   
    sound :
    stereo is overdone in 3 tiles around players. Again sound lower in some car direction but zombie sound when close to player too ! duplicate sounds ( zombies shout, crashs, pick up, start engine failure ) On start engine failure, If I retry too fast sound duplicate. Old sound should stop if retry. if i go behind a car I don't hear engine. (sound stop as soon as i pass engine) idle sound of dart seems lower than others When in the car : sound of engine is really too high.  
    driving :
    Do you Temper the speedometer ? it seems that display a higher speed ! I'am a snail when display 50 ! 
    Would talk about that before, but with this release it's becoming a little bit ridiculous !
    ( all speed mentioned after that are with the tempered speedometer) if drive faster than 120, needle go out of screen. it seems that damages on zombie is good only facing north, in other direction have to be at 90 car slowdown too much at medium speed ( 30-80 ) when hit a zombie (seems there is a random on it or not all collision are applied)  When pass over a zombie, car dance when hit the zombie at the bumper, but not after, near wheel. shouldn't be only at the same time than the slowdown and hit. Car dance not enough for the tall of a corpse. car don't dance on a corpse (already dead zombie), only on fresh hit car should move corpse when pass over it Zombie animation when not strike enough (trample back and fall) is not appropriated for car, they should fall instantly as they die. car should dance only on a side when drive partially on grass. actually, car begin to dance when the entire car hang over too much on the grass if i go out the car at 90 , I haven't any damage,  and the car stop shorten than i can brake (actually usefull when see obstacle too late ) car move too much when strike it. no hand brake :  brake should be with key [back], and hand brake with [space] hand brake should have a log on dashboard, to park. with a random of braked or not for car spawning Then when crash on a car, for a no-handbraked, car will ride alone (in the wheel direction) car should plunge when braking. it will give a good brake sensation. rarely car stop alone, with key put in inventory. with lag, car accelerate fewer, have to zoom max too accelerate. So the speed car depending of engine HP and my processor ! lol. can't see where i go, because i hurt something before reaching the speed to camera see further ! Too many keys of car !!! and balance seems wrong : should find many more in houses, and very few on ignition / ground / glove box can we see tire tracks when turning too much ? or handbraking, if added...  
    Graphic :
    heater button, ramplight, etc.. not showing correctly concrete blocks are shine at night here don't know at other place. last point make me think that some things may shine with car light ( signs, concrete blocks, etc...), could give a pretty aspect ! concrete block have not the good collision box. it is as a fence : on the edge of tiles, should be at center of tile. this signs is on the street yet !  
    food : Thanks for milk !
    Milk is more realistic in houses. In market, with the numbers of differents fruits and vegetables, proportions seems maybe still a little not enough.  In etalages markets : should found (many more) flour, sugar, yeast, eggs, vinegar, common foods who are not directly eatable, so nobody take it. But less fruits and vegetables. fruits and vegetables shouldn't be in fridge because they are already on classic shelves. It is a house excercise, not done in markets. a better division : could be very realistic if spawning process stack same items in same container of a room/market .  
    Performance :
    I confirm this release is worth than previous one, very very laggy even by foot ! better driving control ! mechanic menu is so slowww to open (and laggy) radial menu as same lake as right click menu : close to refresh. I would like to open "V" menu and when near car, the "open door" appear (talk about in dangerous situation with zombies around, where have to perform an action quickly). So isntant refresh of "V" menu, and right click menu should be very very usefull too !  
    I will Post a review whenof this reports I will understand more, seeing that performance strangely change
  22. Like
    halkaze reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Vehicle Beta Build 39

    [New]
    Many and varied FPS optimizations. Please let us know how the version plays now!c Added a new Vehicle Tutorial window (F1 screen/Survival guide). This opens automatically the first time you start a game. Added "ItemNumbersLimitPerContainer" server option. It should be used to limit the numbers of items possible into one container. Moved the Vehicle Enabling/Disabling tickbox on the main screen to a new Gameplay tab on the Options menu. Moved Reloading tab in Options into a new Gameplay tab. Vehicles are now enabled by default in SP & MP. Added multiple new framerate lock possibilities in the options, including uncapped option. Added a SpeedLimit server options, with the default being 80. Removed MP car speed limit of 55 mph. Added an offRoadEfficiency property for some cars. Added a speed multiplier for the speed gauge (x1.5). UI ingame renders to a separate texture FBO at a lower framerate for optimisation purposes (may need some rebalancing / fixing) Car spawn zone added to small settlement south of Riverside. Applied model.scale for vehicle part models (i.e. tires).
    [Balance]
    VehiclesDisable server option renamed as EnableVehicles. Increased odds/location where milk will spawn. Put some of the UI images into a .pack to improve performance. Updated close, pin and unpin UI icons. Changed trunk lid damaged information. Changed plant info "???" into "Unknown". When out of gas Mechanic info now reads "Out of Gas (0/xx)" instead of simply "0 / xx". Nerfed the sped at which clothes become dirty. Changed texture of removed windows/doors from jet black to a dark grey while we don't have interior textures. This should look less ugly. General damage balance. Nerfed car's damage if you hit something at low speed. Increased radio transmission range for walkie-talkies etc. Since radios were added the map has grown, and the tranmission ranges had not been adjusted to fit it.
    [Bug Fix]
    Fixed seats in the Switch Seats UI not being aligned. Fixed removing rear windshield on the SUV showing that the rear windows had been removed. Fixed uninstalling rear windshield of CarStationWagon resulting in removal of left/right boot windows and not the back window. Fixed vehicle models sometimes being drawn too small in MP. Fixed objects destroyed by vehicles not being removed on the server. Fixed physics not updating on the server when objects were created/destroyed. Fixed Vehicles without drivers not damaging zombies. Fixed vehicle sounds not stopping when a vehicle was removed. Fixed server spamming UpdateFlags.Lights packets while headlights were on. Fixed duplicate vehicles caused by a checksum bug. Fixed VehicleCache not handling removed vehicles, and not being cleared after exiting. GC fixes. Fixed memory leak with VehicleParts on the client. Fixed memory leak with IsoZombies and SoundBankEmitters created by IsoDeadBody. Fixed resize behavior in NewGameScreen. Fixed vehicle cheat-repair not fixing broken door locks. Fixed keys being removable while starting a vehicle. 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 Missed part of WindowN/W fix Fixed WindowN/W sprite properties changing from String to IsoFlagType. Fixed noclip players colliding with vehicles. 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 (removed) nightlengthmodifier as a command as it's now a server option. Fixed flipped vehicle textures by updating vehicle models and textures Fixed squares not updating as time passes due to caches. Fixed UITransition and RadialMenu for every-so-often ui updates. Fixed processing events while loading .pack files to avoid Windows thinking the game is not responding. Fixed floor shading drawn on highlighted floors (as is done for walls already). Fixed flickering door highlight when a key-tooltip is displayed. Fixed flashing container/tutorial objects. Fixed zombies pushing the player they're attacking. Fixed boolean server options accepting any string. Fixed zombies snapping upright after getting run over while getting up. 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 vehicles steering at different rates depending on framerate.
  23. Like
    halkaze reacted to lemmy101 in RELEASED: Vehicle Test 41   
    Vehicles Build 38 - This is unlikely to be a complete list, people not around right now, so we'll look into anything missing off it soon. As you can see from the blog https://projectzomboid.com/blog/2018/03/performance-enhancements/ a lot of nice stuff has been going into next week's performance update that never quite made it out this week.
     
    Garbage collector fixes
    Fixed engine idling at 2000 RPM while pressing the brakes. 
    Nerfed the damage done to muffler during a front crash.
    Fixed tire-removed state sync in multiplayer.
    Fixed vehicle cheat-repair not putting tires back on correctly.
    Fixed vehicle engine rpm not returning to idle when player jumps out.
    Fixed picking up multi-sprite containers with items in them failing when tooltip says its ok. 
    Fixed Use key not working for carpentry windows. 
    Randomize the damage done to parts during a crash (not every parts will have the same damage).
    Reverted the damaging muffler while driving balance & lowered the chance of damaging it.
    Increased the odds of damaging the muffler while driving.
    Fixed not having exp when doing metal barricade in MP.
    Translated mechanics UI + general polish
    Fixed: Improve car rendering to reduce cases of clipping with walls or other cars
    Fixed vehicle door lock-broken state not being preserved when installing/uninstalling.
    Fixed keys not working on exterior doors with roofs over them.
    Remove trees not on blends_natural floor tiles otherwise they'll be invisible. 
    Fixed certain vehicles changing textures in multiplayer. 
    Fixed stamina not recharging and boredom not increasing while in a vehicle. 
    Allow headlights to work when only one is installed.
    Possibly fix disappearing vehicle keys.
    Fixed 2D/3D sound switching for vehicle sounds.
    Fixed: Cars do not get hit when they collide with a zombie in the MP
    Play vehicle sounds in 2D when inside to avoid hearing sound in one ear. 
    Fixed stairs not blocking vehicles.
    Fixed ZombieLore and ZombieConfig sandbox settings resetting.
    Fixed: Wrecked cars sometimes bounce up and down on streaming in
    Fixed heater/ac vehicle ui not switching vehicles correctly. …
    Load all vehicle textures during game loading to avoid hitching during play.
    Server caches map_x_y.bin checksums to avoid reading/writing files. 
    Allow passengers to read books in vehicles.
    Fixed thread contention between WorldStreamer and main thread. 
     
  24. Pie
    halkaze got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    Similar issue textures and more.  
    Strange misplace? These issues used not to see.  Perhaps, recently occurred.
     
    New foraging zones added in build 38. At the same time, deleted Large Forest zone. https://map.projectzomboid.com/#0.5022285340827468,0.09395866864549521,70.5396451639338
     
  25. Like
    halkaze reacted to laramsche in RELEASED: Vehicle Test 41   
    So, about the invisible object I crashed into on my little roadtrip, I didn't found a post with similar issue, so here the bug:
     
    I returned to the spot where it was, on the same save. It's still there. Checked same location on different save, object was not there, so probably something that spawnes at game start.
     
    It stops cars, but not caracter on foot.
    It has the size of one tile.
    It blockes sight of line, and to all direction when standing on same tile.
     
    This occured on Soloplay, pictures posted as spoilers...
     
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