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halkaze

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  1. Like
    halkaze reacted to Kedryn in RELEASED: Vehicle Test 41   
    Is that on the second (or was it third?) dirt road west of Rosewood? If so, I also crashed into it. It's an invisible tree; I chopped it down and it gave me 1 log. I didn't have gps coord mod and the location isn't on the map yet so I didn't report it because I didn't have any helpful location information. I was lucky it didn't even hurt me because I was going really fast at the time.
  2. Pie
    halkaze reacted to falcon33jp in Japanese Translation   
    ご返信ありがとうございます。
    ご指摘されてとおりに、ゲーム内で設定されている固有名詞で翻訳を行います。
    今日中に修正したものをアップします。
    問題点等がありましたら今後もご指摘ください。
    ありがとうございました。
  3. Like
    halkaze reacted to lemmy101 in RELEASED: Vehicle Test 41   
    Vehicle Beta Build 37

    [New]

    Added "ReloadWeapon" keybind, 'R' by default.
    Added support for duplicate keybindings and made changes to vehicle keybindings.
    Added "VehicleRadialMenu" keybinding to hide/show the radial menu. Default is 'V'.
    Escape key / B-button now cancels timed actions.
    Play metal-snap sound when hotwiring fails.
    PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues.
    Added new RPM sounds to some vehicles: sport/modern/luxury car & vans. (Not final versions yet)
    Added a green/red flash after Mechanic Skill actions to show a successful or unsuccesful procedure.
    Added CompostTime sandbox option.
    Added admin/cheat commands to mechanics: Get Key, Repair Part, Repair Vehicle, Remove Vehicle.
    DayLength sandbox option allows all hours up to 24.
    GC optimizations.
    Added new map areas - filling in countryside, farms and smaller settlements between West Point and Riverside, and March Ridge and Rosewood.
    Added new town zones and foraging zones, especially around Riverside.
    Added mailboxes to Riverside, alongside other general decoration map-wide.
    Added switch-seat keybind (Z) and choosing which door to exit vehicle from.

    [Balance]

    Increased CarBattery weight to 5.
    TirePump has chance of spawning in vehicle trunk.
    Adjusted station-wagon physics and extents.
    Nerfed tire pressure impact on speed.
    Tweaked the engine brake to be more realistic.
    XP balance.
    Increased chance/locations where Barbed Wire, Milk and Empty Sandbags spawn.
    Mercia Lang 400 - > Mercia Lang 4000.

    [Bug Fix]

    Fixed inflating tire not inflating to the max.
    Fixed the uninstallation of vehicle parts failing in MP sync condition and not entire item.
    Fixed creation of physics for IsoLightSwitch inside buildings (was meant for outdoor lampposts).
    Fixed seat container appearing in the loot window after being uninstalled in multiplayer.
    Fixed "Shout" key sounding vehicle horn in IsoPlayer.updateWhileInVehicle().
    Fixed passengers being able to honk the horn with the "VehicleHorn" key.
    Fixed physics obstacles being created above z=0 to save on processing.
    Fixed ISCraftingUI.update() being called when the window is hidden.
    Fixed GameFileClient gc.
    Fixed PickUpVanLightsPolice sirens not flashing.
    Fixed OffRoad and SmallCar rear windows not being removable.
    Fixed not being able to click on carpentry crates south and east of the player.
    Reverted moving items in stacks of 50.
    Fixed expanded items duplicating when dragged to the ground.
    Fixed BaseVehicle.isInvalidChunkAround again (velocity.y -> velocity.z)
    Fixed driving over prone zombies doing no damage.
    Fixed clicking on stacked crates choosing a lower crate.
    Fixed ModernSuspension icon being CarBrakes instead of CarSuspension.
    Fixed NormalCarSeat3 and SportCarSeat3 having swapped names.
    Fixed installing different vehicle seats not affecting container capacity.
    Fixed VehiclePoly gc.
    Fixed zombies killed by vehicle driver not adding to number of zombies killed.
    Fixed vehicle not starting after driver switches seats in MP.
    Fixed mechanics UI battery hitbox for taxis.
    Fixed vehicle windows damaged by collisions not being removed.
    Fixed some tooltips showing when another window is in front.
    Fixed time to transfer stacks of heavier items (was too short).
    Fixed delay entering a vehicle caused by zombie pathfinding.
    Fixed issues with zombies attacking players in vehicles.
    Fixed middle and rear window parts showing on the six-seat van.
    Fixed player teleporting when entering rear seats of the six-seat van.
    Fixed bug in which the client often doesn't register specific vehicle IDs, and as such had packets being sent from the server every cycle. Should improve lag issues.
    Fixed McCoy vehicles having a siren bar.
    Fixed crawling zombies getting knocked back by vehicles and getting stuck in stagger-back animation.
    Fixed Spanner not being equipped when installing/uninstalling vehicle parts.
    Fixed memory leak in Bullet.setVehicleParams() (missing ReleaseFloatArrayElements)
    Fixed VehicleManager.sendRequestFull() being done in singleplayer.
    Fixed client hang on exit due to WorldStreamer changes.
    Fixed CompostTime sandbox option for weeks greater than 4.
    Fixed "Check Stats" and "Trade with" in context menu for current player using a controller.
    Fixed controller focus after displaying the "CHEAT: Remove Vehicle" dialog.
    Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along ]
    Added admin/cheat commands to Mechanic UI: Get Key, Repair Part, Repair Vehicle, Remove Vehicle.
    Fixed microwave/oven button appearance when using a controller, knob issues.
    Removed rear window on the Mercia Lang 4000.
    GameFileClient no longer creates a separate thread for downloading zip files.
    Fixed client requesting zero chunks sometimes.
    Fixed several gc issues with map streaming.
    Fixed deflating an overinflated tire in singleplayer jumping to max capacity.
    Fixed 'X' button showing next to occupied seats in the switch-seat ui.
    Fixed and improved many and various issues attached to WorldStreamer and chunk loading.
    Fixed missing SFX for knocking down a postbox and other road furniture.
    Fixed Luxury car having wrong parts.
  4. Like
    halkaze reacted to Thegeorgegman in RELEASED: Vehicle Test 41   
    I there going to be any change log comming soon ? I liked to read them every thursday
     
  5. Like
    halkaze reacted to arkahys in RELEASED: Vehicle Test 41   
    it seems that next update is for next thursday.
  6. Like
    halkaze reacted to Geras in Infection chance details and mechanics. Looking deep into the code's eyes.   
    They should make bites 99% fatal, not 100%. That would keep us from instantly quiting the game and taking our chances for surviving a bite.
  7. Like
    halkaze reacted to Damntry in Infection chance details and mechanics. Looking deep into the code's eyes.   
    So I ve been trying to find definitive answers to a few infection questions, but I only found quotes and sayings with no 100% certainty, so I started digging through the Project Zomboid code and here are my findings.
     
    All of the game mechanics in this thread are true as of version 39.67.5 (No changes from 38.30)
     
    Spoilers here to avoid huge wall of text. Read the TL;DR if you dont care about details:
     
     

    TL;DR
    By default: Bites are 100% deadly. Scratches are 25% deadly. Both Thick skin and Blunt Guard skills (Blade Guard if wielding a blade weapon) adds in avoiding bites and scratches, and Thick skin further reduces the probability of a deadly scratch. Thin skin worsens everything.
     
     
    More game mechanics:
     
    Traits Lucky/Unlucky Prone to Illness/Resilient General Panic Sleep and related effects Melee damage mechanics  

    If someone has suggestions, questions about parts of code and such, or found any errors/things I might have overlooked, feel free to post or msg me about it and I ll do my best to check.
  8. Like
    halkaze got a reaction from arkahys in RELEASED: Vehicle Test 41   
    Do you have plans for fuel filler mark ?

  9. Like
    halkaze reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 36:
     
    [New]
    Added tooltip showing Username on the Scoreboard and Mini-Scoreboard. Added tooltip to Claim Safehouse context menu option when player hasn't survived long enough to be allowed to join. Accounts with access level other than "none" don't count towards MaxAccountsPerUser. Increase java heap max size on the Mac to match Windows/Linux (1200 MB). Added "Quit to Desktop" button for when errors occur while loading a game. Updated Vehicle shell textures. Updated Vehicle damaged shell textures. Identical items are now compressed to a single item when networking. Hide unused TransactionID column in Server Whitelist. Inflating tires now requires a Tire Pump. Updated choose-seat UI with Mash's new textures. Clicking a part in the Mechanic UI window selects the part in the list. Added "/safehouse release" command so clients can release a safehouse they own. Vehicle doors may be locked/unlocked from outside if the window is uninstalled, or broken or open. Added SirenShutoffHours sandbox option to auto-shutoff vehicle sirens. Clicking the overlay sprite on containers acts the same as clicking the object's sprite. Items are transferred in stacks of up to 50 items in a single action.  When dragging items to a container, as many items as will fit are moved to the container, starting with the lightest items if multiple types are selected.  
    [Balance]
    Keys no longer required to turn on/off headlights. Reduced the odds of damaging Muffler. Adjusted SportsCar extents (chassis was wider than the wheels). Limit vehicle speed to 55 in multiplayer.  
    [Bug Fix]
    Fixed can't transfer items to/from bags on the ground. Fixed ObjectSyncRequests bug deleting multiple objects. Fixed missing PZBullet64.so on Linux server.                                                        Fixed BufferOverflowException saving vehicles with many items in containers. Fixed building walls not being possible behind staircases. Fixed vehicle backing-up sound playing when the engine is off. Fixed client spamming onBackSignal commands for vehicles without a backing-up sound. Fixed column order in server whitelist tables. Fixed "connection lost" message when client's Lua files don't match the server's. Fixed alarm clocks only waking players on levels 0,1,2 inside pre-existing buildings. Fixed IsoWindowFrame working for IsoThumpable. Fixed teleporting between front/rear seats in VanAmbulance. Fixed Vans having double-rear doors instead of a Trunk Lid. Fixed context menu position in mechanics window when scrolled. Fixed game hanging after "Player does not appear to have been created on this server." Fixed barricades, campfires, etc not being synced. [There might still be some visual sync issues to be resolved] Fixed vehicle dashboard remaining visible after teleporting from vehicle. Fixed putting items into compost bins. Fixed /additem without username when display name different than username. Fixed issues with mini-scoreboard and safehouse UIs. Fixed multiple copies of some admin UIs being created. Fixed items still disappearing during a transfer. Fixed incorrect vehicle lighting. Fixed car having an alarm if it wasn't locked. Fixed car's container capacity not taking Organized/Disorganized trait into account in a calculation. Fixed co-op hosts getting kicked when the game is in debug mode. Fixed vehicle lights and open/broken window textures when texture compression was turned on. Fixed vehicle brake lights, ambulance lightbar lights, and open/broken windows not rendering with texture compression is turned on. Fixed OpenGL coordinate overflow with path debug drawing. Fixed missing car name translations. Fixing missing PickUpVan McCoy texture. Fixed VanSeats having wrong textures. Fixed some vehicles having wrong damaged textures. Fixed missing IGUI_VehiclePartTruckBedOpen translation (trunk of pick up truck). Fixed missing burnt vehicles textures. Fixed burnt vehicles "floating". Fixed burnt zone sometimes spawning special non-burnt vehicles. Fixed aspects of map no longer streaming fully ahead of the player when moving fast after removal of Yuri's sync code - feedback required on this. Fixed vehicles spawning inside buildings when creating random car crashes. Fixed opening a vehicle's hood displaying the Mechanic UI. Fixed some hitboxes in the Mechanic UI. Fixed server not having up-to-date skill levels when installing/uninstalling vehicle parts. Fixed Mechanic UI not being draggable. Fixed the display of voice-activity and vehicle has-key icons when the DisplayUserName option is false. Fixed player getting stuck trying to walk a path when inside a vehicle. Fixed vehicle colors changing after reloading. Fixed BufferUnderflow exception loading unknown items. Fixed microwave/stove timers not counting down. Fixed hot/cold background colors of food being faded compared to earlier versions. Fixed vehicles won't start if gas < 0.1, but will run until gas = 0.0. Fixed window open/closed appearance sync in multiplayer. Fixed opening/closing uninstalled doors. Fixed "Start Engine" in radial menu being disabled when key is in ignition. Fixed client using InventoryItem.getItemCapacity() which isn't synced. Fixed long text in the vehicle radial menu overlapping the icons. Allow hotwiring (not starting) a vehicle when the engine isn't working. Fixed recipe food ingredients appearing available when multiples are required. Fixed missing hitboxes in Mechanic UI for smallcar. Fixed vehicle color being random for all clients. Vehicle updates sent for every vehicle. Fixing missing vehicle sounds on Linux. Fixed the type of battery not being displayed when trying to install one. Fixed vehicle hit-zombie and crash sounds not playing in multiplayer. Fixed vehicles not operating near the edges of the world. Fixed client constantly sending list of vehicles to the server. Fixed server sending every zombie idle sound as separate packet. Fixed some garbage collection issues with vehicles. Fixed uninstalling a tire from any car meaning that the image of the wheel disappears but still allowing the vehicle to move. Fixed pickup-truck trunk icon in the loot window. Fixed Mechanic UI drawing stuff when collapsed. Fixed usernames showing for splitscreen players when "Show your username" is false. Fixed choose-seat UI showing wrong texture for another player in a seat. Fixed entering/exiting vehicles when an obstacle is in the way. Fixed vehicles not smashing windows when colliding. Fixed vehicles not running if game window resolution is very small. Fixed some cars MP syncing bugs.
  10. Like
    halkaze reacted to Thegeorgegman in RELEASED: Vehicle Test 41   
    I agree with Kim, since when story (On Tv and radio) population quickly died. So it's posible to have abonded car's on intersection's (Red light) so trafic get clogged (In first minute's of zombies apocalypse you would leave your car to check what happening with driver ahead)
  11. Like
    halkaze reacted to Magic Mark in RELEASED: Vehicle Test 41   
    All traffic jams appear to have been firebombed as 90-95% are destroyed.
     
    Every single traffic accident being like that is relatively illogical unless there is an implication that the military meticulously bombed every single buildup of cars without leaving any behind, so you should consider including a separate type of jam that's simply a buildup of traffic.
     
    Additionally, you should consider not having every single car ditched on the side of the road being near - destroyed. Maybe create two different states - crashed VS abandoned, with the standard fluctuation of how much gas is in the tank / none at all. There are just as many reasons for a car to be abandoned and still functional as one that has been in a traffic accident.
  12. Spiffo
    halkaze got a reaction from Legoland99 in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  13. Like
    halkaze reacted to nasKo in Pump it up   
    Greetings all. We released public beta Vehicle Build 35 last Friday, the top-line of which was the introduction of two new cars – the jeep-esque Dash Ranger and the more luxurious Mercia Lang 400. Build 35 also introduced better vehicle variety/colour spawns, better interaction with the new car overlays on the Mechanic skill UI, better gamepad control and lots of balance/polish. If you want to help out with MP testing then the Spiffospace server is a good place to hang out.
    35.3 also introduced Bitbaboon Steve’s new engine/exhaust sound system, which means that driving around is now far less of an irritant on the ears. Please note, however, that currently the truck engine noises are placed on all vehicles.
    Now we have the engine noise system in-game it’s easy to get new variants in-game, but sourcing the relevant sounds to feed into it is a little trickier – not least due to our isometric perspective (away from the internal noises of the engine itself) and the fact that we feature ‘normal’ cars rather than the performance vehicles that are in so many other games. We have a few irons in the fire with this, however, and should have more fitting sounds for standard cars in the next few builds.
    Here’s a quick video of what’s ‘latest’ in the build right now – alongside the tire pump that’ll be going into Build 36. [The new car’s hood/bonnet might still be a little pinched, we will likely improve on this.]

    Something else that came up after the release of Build 35 was the decision to hold back a lot of our work on the item sync optimization until a later version – as it was clear that the gremlins it was going to keep on throwing up were now in danger of delaying a public Vehicles release. As such this has been reverted to the system we have in the current public build, which came at the cost of the reintroduction of several MP sync bugs – half of which have now been hotfixed, with more to follow when we release Vehicles beta 36 in the coming days.
    Vehicles beta 36 will largely comprise of polish and bug fixes destined to make our community testers life a little better – with issues addressing safehouses, damaged vehicle textures, Muffler degradation, aforementioned residual sync oddities, odd night-time lighting on vehicles and various other stuff.
    Under the hood, meanwhile, it also comes with a networking optimization that should help on chunk-loading when you’re driving at speed – that of compressing info on identical items are now compressed to a single item. So, especially on a modded server, your connection will take less of a beating when it’s being informed of the thousands of lovingly stored nails in containers up ahead. It should hopefully speed things up, and also make for less sync bugs appearing in general. Connall, meanwhile, will hopefully have finished zoning the new parts of Mash’s map for the build next week.
    In team news, meanwhile, the PZ workforce (when taking into account our friends at General Arcade currently working on vehicles and new chat functions, and the guys at BitBaboon working on optimization and the new animation system) has doubled in the past year – and it was clear that we needed a few more production people backstage to suit this.
    As such we’d like to welcome Sasha to the team – who’ll be working with Jake as a fresh layer of production and QA before our beta builds go live, and helping to filter out show-stoppers before they’re dropped onto our community testers. We’d also like to give a hearty ‘hello’ to General Arcade’s Konstantin to the ‘open task’ sheet – who will be working with Stas and Yuri in terms of QA on their various aspects of Zomboid work.
    This week’s house of praise from ssjr66888. 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. Fanks!
  14. Spiffo
    halkaze got a reaction from Kuren in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  15. Like
    halkaze got a reaction from JayM in RELEASED: Vehicle Test 41   
    Can't move to Baggage on ground.  
    Through traffic lights.  
    Siren
     
  16. Like
    halkaze got a reaction from Zorak in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  17. Like
    halkaze got a reaction from Lucas in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  18. Like
    halkaze got a reaction from Jason132 in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  19. Like
    halkaze got a reaction from Soul Filcher in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  20. Spiffo
    halkaze got a reaction from Thegeorgegman in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  21. Like
    halkaze got a reaction from Tails in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  22. Like
    halkaze got a reaction from DedpaUrvor in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  23. Pie
    halkaze got a reaction from myhappines in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  24. Like
    halkaze reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Different sounds are coming in, this is in fact  the jeep sound, but it's used on every car at the moment because it feel better than the previous one
  25. Like
    halkaze reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build 35.3
     
    [Bug Fix]
    Fixed map chunks weren't downloaded from server after joining. Fixed corpses can't be looted. Fixed missing PZBullet64.so on Linux server.
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