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Tails

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  1. Like
    Tails reacted to Nesano in Banging Stones together to make Chipped Stones.   
    Figure you could probably do it in real life, so why not let us do it in this game?
    The Brotherhood of Steel has been suggesting this since 2008.
  2. Like
    Tails got a reaction from Geras in Zombies should have more weapons, especially guns.   
    it would be nice to have some blunt weapons spawn on some zombie corpses maybe on the belt kinda like the player.
     
     
     
    As for some guns on zombie corpse these are the pistols that don't seem to spawn on a zombie corpse.
     
    - .44 D-E Pistol
    - 45 Caliber revolver
    - M625 Revolver
    - .44 Magnum
  3. Like
    Tails got a reaction from trombonaught in Zombies should have more weapons, especially guns.   
    it would be nice to have some blunt weapons spawn on some zombie corpses maybe on the belt kinda like the player.
     
     
     
    As for some guns on zombie corpse these are the pistols that don't seem to spawn on a zombie corpse.
     
    - .44 D-E Pistol
    - 45 Caliber revolver
    - M625 Revolver
    - .44 Magnum
  4. Like
    Tails reacted to Nesano in Zombies should have more weapons, especially guns.   
    This is 1993 Kentucky. Am I really expected to believe all of these people died to slow and stupid zombies without having time to get their home defense firearm? I expect them to not have ammo left most of the time, but seriously, what's with the lack of personal defense weapons in the pockets and under the pillows?
  5. Like
    Tails reacted to Kim Jong Un in Zombies should have more weapons, especially guns.   
    What's surprising to me is that I have found M36 revolvers on corpses a few dozen times, yet every single police officer/ranger I kill, I only ever find a holster. You have a higher chance finding guns on a civilian than singling out zombies that you would expect to have a firearm.
     
    Maybe, with the system being new and developing, this will be balanced a little differently.
  6. Like
    Tails reacted to Geras in [41.29] Massive no-forage zone near Muldraugh   
    I decided to update this with more detailed map.
     
    Please fix!
     

  7. Like
    Tails reacted to Geras in [41.29] Massive no-forage zone near Muldraugh   
    This has been reported a few times already, this is to bump this issue. Red outline is confirmed no-forage zone (roughly). Yellow outline is where I suspect there is no foraging neither. Please fix.
     
    Super-annoying if you have a base in this area.
     

  8. Like
    Tails reacted to nasKo in Taking aim   
    First up, yesterday we released IWBUMS beta patch 41.29 – the changelist for which you can find here.
    This means that our ‘zoom’ beta’s sharper models and improved compatibility is now part of the main test beta – alongside some helpful fixes and some improvements to car-destroying trees, shrubs and saplings.
    The next step for the new zoom system is to clean up the last few remaining issues that a few of our players are reporting. Primarily, at the moment tiles look a bit blurred at close range.
    In the old system once you were at closest zoom possible, it would use ‘nearest pixel’ filtering so everything would look nice and crisp. However, the way the new system works means that we really need to leverage the filtering effect to avoid jagged and warped pixels at 75% (the second zoom level out) as well as when zoomed out – to avoid absolutely ugly and awful flickering of pixels and severe warping of the pixels as the character moves about.
    At the moment filtering is turned on across the board, causing the close-range blur, so we’ll be looking to experiment with switching on ‘nearest neighbour’ when you hit max zoom-in instead. This may have a slight visual pop, but should be preferable to the tiles looking blurry compared to the characters.
    MP WHEN
    It seems that questions about when 41 IWBUMS beta multiplayer will appear have been increasing exponentially over the past month or so, and we’ve still not been able to give an accurate estimate. (Characteristically, as some/many might say.)
    We’re currently laying the foundations for getting the new multiplayer system working, but there is still a fair bit of work ahead of us. You can read the top-line here.
    It’s not just a case of getting the old MP working with the new anims, but as we’ve discussed in the above link it’ll be an effort to vastly improve the multiplayer experience and server stability across the board. The way the animation system has been built allows aspects of it to be hooked up relatively smoothly to MP systems – but it also comes with many associated challenges.
    More fundamentally though, but the bar we are setting for ourselves requires some rather clever specialist code that will be undertaken by Zac and Mark at TEA.
    Seeing as it was a vital compatibility thing we needed done before 41’s release (to get lower-spec players a build that actually worked)  Zac has primarily been absorbed in getting the kinks worked out of the Zoom branch until recently. It hasn’t been his exclusive role, but Zoom did prove trickier than expected and for numerous reasons could never be put to one side. Meanwhile, Mark’s workload elsewhere with TEA meant that he hasn’t available to work in conjunction with us/Zac until very recently also.
    Now Mark is available and Zac’s necessary Zoom work is complete, there will be an uptick in progress, which we hope to be able to discuss with you over the coming Thursdoids, before arranging server ‘mega-test’ events to load test a single server once the tech is operational.
    We’re probably talking a month or two, here, or more if things don’t go smoothly. It’s not something that’s going to be magically dropped into the IWBUMS beta without a lot of shouting, build-up and hooplah.
    To those eager for it to appear – unfortunately this is just the reality of the situation BUT it will lead to a much improved multiplayer experience FOREVER once we do finally nail it.
    We don’t want to hack something in that results in the same flakey multiplayer we’ve had for years.
    We’ve had, and have, a great MP community when it comes to Project Zomboid – but anyone that’s ever spent time on our servers are aware of our previous online shortcomings. The lag waves, the invisible zombies etc etc. It’s a job we need done properly, done well and by the best people we can find (and have found) to do it.
    This is especially important because going from the overall reaction to the release of our version 41 beta, there’s a very real chance that there’ll be a big spike of interest in MP as soon as it’s unlocked in the IWBUMS beta.
    If it’s an over-populated lag festival based on our previous MP architecture, that interest will be short-lived – and not much fun for either our existing players or us on the development side.
    As such it’s vitally important to the game’s future, and everyone who desires a high multiplayer population in the long term, that we take our time and nail this one – even if it has been, and will continue to be, a painful wait for it to be reintroduced.
    This really is the route we need to take to make sure Build 41 MP hits hard out of the gate, and is in the best possible place for you when we consider it cooked and ready for consumption.
    In the meantime too, clearly, other members of the team will still be updating the IWBUMS beta with more general SP content, new animations, polish, Yuri’s fire system and much more besides.
    Looking further on into builds beyond 41 we have three mappers working on two separate vast locations, one Louisville and the other not, and an artist and a coder that have gone great guns recently with SP gameplay content for Build 42 that we can’t wait to share with you once our work on Build 41 is coming to a close.
    We’re quietly optimistic that it’s going to be a really good, and very busy, year. So thanks for your patience so far, and for coming along on this journey with us.
    Today’s featured image from the actual real Rick Grimes . 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!
  9. Pie
    Tails reacted to AuthenticPeach in Fishing bugs   
    If you guys are interested, here is the video that showcases these two bugs in their entirety.
     
  10. Like
    Tails reacted to AuthenticPeach in Fishing bugs   
    Hey guys, I found two big bugs with the fishing.
    1. If you time-lapse while fishing with a fishing rod or spear, when the instrument breaks, you are stuck in an odd animation. You can break this animation if you repair the fishing rod by applying new fishing line or by quitting and reloading the game.  Nothing else breaks the animation, the character is stuck in place.
    2. You can fish in the swimming pool in the hotel in Riverside. This is moreso an exploit, but I think its a tad too goofy that I can make a good living off of fishing in a swimming pool.
    Attached are screenshots of what I listed.
     
    Broken-fishing animation part 1

     
    Broken-fishing animation part 2
     
    If stuck in the timelapse-broken-fishing-animation you can equip other items and they will appear in the animation.

     
    All the fish I caught in a days work from the swimming pool.

  11. Like
    Tails reacted to lemmy101 in IWBUMS 41.28 RELEASED!   
    NEW - Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds.\ - Accompanying the above, added 'tiered zombie update' options (enabled by default) that will update zombies at a distance / out of sight less frequency so hordes will be better fps. - Some fixes to address attack cancelling. Let us know how it plays. - added Automated Emergency Broadcast radio channel - Made rain a bit softer, and when indoors cut alpha in half - Added option to disable rain indoors completely - added multiplier option for text remaining visible radiochannels - added computerize scrambler to zomboid radio - Updated community translations. Improvements to Foraging UI: - Now displays a list of items found, with their textures. - UI is more transparent. - Cancel button now only cancels the current action. - Added a close button to close the UI. Improvements to Fishing UI - Now uses same UI model as Foraging - You can select rods/lures - Can select bags to put caught fish in (as with Foraging).   BALANCE - Increased sneak bonus when behind certain fences   FIXES - Fixed lua error pressing the Craft All button when items are in bags. - Fixed a rounding error that prevented items with 0.1 weight being moved in multiples. - fixed RuntimeException when having Campfire going inside of a building - fixed RuntimeException when picking up TV - fixed InvocationTargetException when picking up a Barbeque that is burning (bbq can now no longer be picked when burning, too hot) - fixed NullPointerException + Game crash after driving from WestPoint to Muldraugh (RVSContructionSite) - fixed Fastforward through Helicopter event causes to go on for a couple of days - Fixed being stuck when the fishing rod break while fishing. - fixed night color not being applied - fixed open doors cutting weather mask when not visible - Fixed inconsistency with where items are dropped depending on whether the item was dragged from the inventory window, dropped via the context menu or Drop button, or automatically dropped (for equipped corpses). - Fixed the loot window not updating when corpses are dropped sometimes. - Fixed the inventory and loot windows placed at the bottom of the screen being in a different location after reloading, if they were resized to less than the default height. - Fixed being able to rip clothing that requires scissors if other clothing is selected that doesn't require scissors. - Fixed roofs not keeping the player dry if there aren't enough walls to make a room. - Fixed garbage creation related to clothing item lookup. - Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes. - Fixed scavenge and fishing layout with different-sized fonts.
  12. Like
    Tails reacted to nasKo in Garbage Train   
    Howdy all, let’s run through the latest.
    We updated the public IWBUMS beta this morning, which is now running on Build 41.28. The changelist is viewable here.
    Edited highlights though, run as we mentioned last week.
    Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds. Options for different levels of this will also be provided. Turbo’s automated broadcast radio station – which provides weather forecasts, warnings on imminent power/water outages and other interesting things. Ability to turn off rain/precipitation when indoors, as this was making a fair few IWBUMS testers motion sick. Further improvements to the Foraging UI, and also now a new Fishing UI designed in a similar way. Code-changes to smoothen combat and remove the possibility of animation-cancelling. ZOOM AND JAVA STUFF
    The zoom beta, meanwhile, has been fixed up – with its higher res models and its friendlier ability to run for those with lower end systems. This said we still have a ‘garbage collection’ judder/stutter monster to deal with after about 20-30 mins of play (fixed by a restart if you’re on the beta) which hopefully we’ll have licked soon – with this branch then moving into the main internal test build, and then the IWBUMS beta, in the form of patch 41.29.
    While we are on this subject, in future news, as regular readers will know as we are constantly waging war against Java’s garbage collector, known for causing stutters and pauses in the game that not only take a huge amount of effort to minimize, but also are a ball and chain that heavily constrict how we code to try and appease the garbage gods.
    This is the very problem we are dealing with right now on the zoom branch for some people. The good news is September 2020, Java OpenJDK 14 will be coming out out on all three platforms and comes with a shiny new garbage collector that should vastly improve its ability to deal with garbage without any pauses whatsoever.
    This is huge, however it comes with one big caveat: it’ll be 64bit only. As such, we thought it a good idea to give enough forewarning that we’ll need to stop support on 32bit systems completely in/around September 2020. As always, legacy build will be provided on Steam betas so anyone left behind will have the latest possible version of PZ to play.
    We’ve held off as long as possible, but the performance benefits not only to the game, but also freeing us up to create a bit more garbage to use many of the more modern coding conveniences and allowing easier to work with codebase that we’ve had to suffer over the years to try and stave off these pauses. We’ll remind you again closer to the time, but hopefully this is enough notice.
    OTHER STUFF
    Here’s a quick WIP video from Yuri’s work on fire – though as ever please bear in mind that everything you see here is exactly that. A work in progress.
    At the moment Yuri is working on making fire look more ‘grounded’ and less floaty, while smoke also is being made a lot slower. Burning people/zeds will clearly have more specific animations too. We’re getting there overall, and flaming houses should be a treat to see – as well as pretty terrifying.
    Oh actually, right now at the time of writing Yuri wants to show people his slower smoke – which looks ace. Here it is.
    People probably care a lot less about this next aspect, but some may be interested given as they’ve spent so many Mondays/Thursdays spending time there (well, here I guess) over the years.
    Given as the release of Build 41 will be something of a relaunch for PZ – with anims unlocking so much cool shit, and with the game looking and playing so differently – we are also treating ourselves to a new website and a new trailer.
    The website will launch fairly soon, given as the one you’re currently reading is fairly rickety, and it’ll look a little bit like this!
    Boring news, we know – but we like it. It’s always nice to see Afekay’s Bob image being given a new lease of life too.
    Next week we’re hoping to provide an in-depth look into our MP efforts that we mentioned here, with some diagrams and such for the technically minded from TEA/Bitbaboon Mark. It’s a huge low level rewrite of the game’s multiplayer architecture, so won’t be something that pops into the IWBUMS beta without a lot of build-up in Thursdoids – but hopefully you’ll see more and more details of it appearing from hereon in. 
    Today’s featured image is quite possibly one of the coolest ones we’ve seen in years – built in and around train carriages in Muldraugh, and is from WhitEҜnight . A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  13. Like
    Tails got a reaction from Geras in More mechanic related loot spawns please?   
    it would be nice if other car parts should spawn in mechanics garage like if you are unable to find any of these parts in 100% conditions on the vehicle itself.
     
     here is the list of parts to add to the mechanics shop.
     
    - Trunk lids
    - Engine parts
    - Double rear doors
    - Hoods
    - windshields
  14. Like
    Tails got a reaction from DresdenBBQ in More mechanic related loot spawns please?   
    it would be nice if other car parts should spawn in mechanics garage like if you are unable to find any of these parts in 100% conditions on the vehicle itself.
     
     here is the list of parts to add to the mechanics shop.
     
    - Trunk lids
    - Engine parts
    - Double rear doors
    - Hoods
    - windshields
  15. Like
    Tails reacted to Pandorea in [41.27] Head laceration with full motorcycle helmet   
    This is a known issue and Is being worked on.
     
    Thank you,  peeps, for all the additional info!
  16. Like
    Tails reacted to DresdenBBQ in More mechanic related loot spawns please?   
    I don't know about y'all but I've always been kinda annoyed that you can only find car parts inside mechanic shops. Of course that makes sense they'd be there, but when you scour the whole map and you don't find a single large or even standard size gas tank or any other upgraded parts for that matter on a save where's there's no loot respawn it's kinda annoying, especially since getting to mechanic shops can be an extremely deadly endeavor and can easily result in death since they're mainly situated deep in towns. Such is the apocalypse but I find it hard to believe that you can search four towns head to toe and still not find the right parts for the car you have. Not sure how many others agree with me, but wouldn't it make sense for warehouses to maybe have some car parts in them? You'd obviously lower the spawn rate dramatically but findin' parts every once in a while when you're scouring warehouses would not only make them more worth your time to check but also offer another way you could potentially find parts that are in high demand. You could even have some garages have car parts in 'em! That's just my two cents, any comments building on or criticizing the idea are more than welcome, they're encouraged! 
  17. Like
    Tails got a reaction from Geras in [41.27] Head laceration with full motorcycle helmet   
    I got scratched on my hand and the crash helmet fell off my character honestly any head gear that has a chin strap should not have the ability to fall off at all.
  18. Like
    Tails reacted to crossed in Build 38 and Beyond: Small but Important Suggestions Thread   
    Moar zombie death poses pls :v
  19. Like
    Tails reacted to nasKo in A Good Day   
    It’s largely been a week in which we’ve been drawing up plans for aspects of the MP work discussed last week, plus organising and putting roots down for stuff in Build 42.
    Likewise, some big new optimizations and (code-level) combat reorganisation were only added to the internal 41 build yesterday – and could do with some more testing. As such IWBUMS beta patch 41.28 will be out early next week, most likely, and not this week.
    If you’re desperate to try out any of the edited highlights changelist below, however, then there *is* a way – so keep on reading beyond the bullet points.
    So, at the moment IWBUMS patch 41.28 will contain:
    Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds. Options for different levels of this will also be provided. Turbo’s automated broadcast radio station – which provides weather forecasts, warnings on imminent power/water outages and other interesting things. Ability to turn off rain/precipitation when indoors, as this was making a fair few IWBUMS testers motion sick. Further improvements to the Foraging UI, and also now a new Fishing UI designed in a similar way. Code-changes to smoothen combat and remove the possibility of animation-cancelling. ZOOM BETA
    On top of the usual public IWBUMS beta, we are also currently running a temporary beta for our ‘optimization for lower spec machines; and ‘higher res models’ zoom branch.
    This is built on top of the current internal build (it will most likely be patch 41.29) so contains everything in the forthcoming 41.28 too. If you’re desperate for the new fishing UI then well, friend, you can try it out. 
    Details on how to access the zoom beta and the password can be found HERE. Here’s a quick vid DrunkonLife took from it so you can see how it adds extra detail too.
    Right now we need to know if you’re getting any stutters/judders after 5-10 minutes of play – which some people are reporting, but we may have fixed. We also have an odd issues with cutaways randomly failing to cut away, which we’ll need to address before we merge it all into trunk.
    If you have feedback, please deposit it into the linked thread or onto the forum.
    OTHER STUFF
    Elsewhere Yuri continues work on fire, TEA/Bitbaboon Mark is coordinating MP efforts, Mash is working on new artwork for clutter and environments, Martin has provided new animations to counteract ‘window camping’ that we need to plug in, Xeonyx continues to beaver away on secret new map content, Binky and RingoD continue their assault on the Louisville suburbs, we’re sorting out a new website and trailer with different companies for the big 41 relaunch and… lots of cool stuff really. 
    Finally:
    TFW you go viral… but it’s a pre-anims build. And pre-cutaways. And pre-2x detail on the tiles 😢



    Be happy. from /r/gaming
    (Still VERY very cool though!)
    This week’s sweet base, sweet hat and sweet bag from Kwintofly. 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!
  20. Like
    Tails got a reaction from Geras in Build 38 and Beyond: Small but Important Suggestions Thread   
    1086 
     
    More material to make a spear with a blade using adhesive  tape , leather strips and denim strips for tying the blade weapon to spears if you dont want to use tape.
     
    1087  Spears with a sharped  stone tip.

  21. Like
    Tails got a reaction from crossed in Build 38 and Beyond: Small but Important Suggestions Thread   
    1086 
     
    More material to make a spear with a blade using adhesive  tape , leather strips and denim strips for tying the blade weapon to spears if you dont want to use tape.
     
    1087  Spears with a sharped  stone tip.

  22. Like
    Tails reacted to sprkng in Build 38 and Beyond: Small but Important Suggestions Thread   
    1088 In-game road atlases that you can find so you don't have to resort to out-of-game maps when driving between towns. Road signs would also help
  23. Like
    Tails got a reaction from trombonaught in Build 38 and Beyond: Small but Important Suggestions Thread   
    1086 
     
    More material to make a spear with a blade using adhesive  tape , leather strips and denim strips for tying the blade weapon to spears if you dont want to use tape.
     
    1087  Spears with a sharped  stone tip.

  24. Like
    Tails reacted to nasKo in Sock it to ’em   
    Fair amount to get through this week, starting off with us flagging that this week we have released two patches for the IWBUMS beta of Build 41: namely 41.26 and 41.27.
    We’ve spoken about the 41.26 contents a fair amount in recent blogs but the overview is that it contains:
    A revamp of our modding framework Saved outfits on character creation Tweaked washing A better ‘walk to’ system Better vehicle headlights Zed bandages A better colour palette for clothing Improved zed-choosing during stomp/melee combat Quality of life fixes for foraging Cutaway polish Lots more Something else that this contained was an attempt on our part to nerf ‘animation cancelling’ in combat – but it had a few side effects, especially with axes, so the next day’s 41.27 patch reverted this while we work out a more elegant solution.
    The next patch (likely next week, but probably reliant on work in Zac’s Zoom branch, as detailed below) is far from fully formed yet – but likely will contain Turbo’s Xmas side project, the automated military radio channel. We will also be looking into making sure that stealth is working correctly, as recent fixes might have knocked this off-balance.

    An updated video of Turbo’s automated radio station can also be found below:
    ZOOM
    Truth be told, some of us were ready to throw in the towel on Zac’s work on the ‘zoom’ build – the aim of which was to try to get as many lower-spec people as we could (the Intel crowd, generally) an uninterrupted non-crash game experience by removing the memory-hogging FBO and simultaneously granting all PZ players sharper visuals on character and zombie models alike.
    Zac had one last day on it up against seemingly unsurmountable issues  before it was placed on the shelf, and all seemed lost… but then… like Indiana Jones rolling under a door and reaching back for his hat. He triumphed.
    As such, we currently have a test beta running for this optimized branch – although it hasn’t been updated with latest 41.26 and 41.27 content so if you do try it out PLEASE back up your saves.
    Details on how to test out this build can be found hiding behind these words.
    Feedback from this beta has been HUGELY encouraging, with some people who have had major problems running 41 reporting far, far less crashes – and others liking the crisper visuals too.
    This said, there are still some kinks to be worked out of it: a recurring error causing framerate issues, white square zed bodies, nights that are too bright, a blurry UI and oddly coloured cars and weapons on zoom out.
    All annoyances, rather than the huge hurdles that Zac scaled on that fateful Friday last week – so fingers crossed it can enter the main beta soon.
    Multiplayer Anims
    As mentioned last week this year we’re delighted to have TEA/Bitbaboon’s MarkR available again to help with the great big multiplayer hook-up. We’ve had a lot of chat this week about where we are, what’s still to do, and where we want to get to – which is basically as a high a bar as his talent and experience can take us. The following, then, are what you’ll hopefully be hearing a lot about in future blogs:
    Dead reckoning: 
    Having a synchronised clock on server/client instead of using ping round-trip times, and using client prediction and interpolation to move the characters on the clients. This will allow the animation system to take that movement and apply appropriate animation onto it that will avoid most (tho likely not all) foot sliding.
    The dead reckoning will make the character movement in MP a ton more realistic and solid than it currently is, and will hopefully improve/remove the frequent rubber-banding issues PZ often faces. It might sound a lot, but a lot of the groundwork for this has already been done in existing work and the way that the animation system in 41 has been rebuilt to prepare for it.

    Zombie Clients:
    Not ‘our’ kind of zombies – but an actual coding term! With this we will be working out ways to simulate high amounts of players on a server: moving around and doing simulated gameplay actions so as to stage all the actions of a busy server.
    This will then allow us to debug current issues with server lagging due to high player counts. We’re setting ourselves a high bar with the player count – though we’re superstitious enough to not tell you all what it is.

    Horde traffic optimization:
    Also on the menu are clusters and islands – these are ways of reorganizing horde data to vastly minimize the amount of traffic sent to update zombie positions, hopefully with little visual or mechanical detrimental effect to the online experience.
    We’ve also been discussing splitting the horde into the zombies most relevant to different players to augment how they are synchronised to each client which, along with dead reckoning should drastically reduce those famous moments when you’ve all been bitten by a laggy/invisible/distant zombie.
    In short though: we’ve got big plans for all this stuff, but we want to get it right so everyone has the best experience possible AND so it’s ‘done and stable’ for the entire future of PZ.
    MP functionality for the anims build won’t suddenly be back next week, but we will keep you updated in the blogs – and when it does return it will have had insight and coding from some very talented people we’ve brought in especially for it, and will have been worth the wait.
    This week’s ‘oof, right in the kisser’ from Airpex. 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!
  25. Like
    Tails reacted to lemmy101 in IWBUMS 41.26 released!   
    NEW
     
    Revamped mod system:
    - Updated the Mods screen. The mod description is displayed for the selected mod on the right side of the screen, instead of in the list of mods. Other details such as the ID, Workshop ID (if any), installation directory, and any posters are displayed on the right.
    - mod.info can have multiple poster= lines to specify multiple images in the Mods screen.
    - mod.info can have multiple description= lines which add to the total description.
    - The New Game screen has a button to choose which mods are enabled for the new game.
    - Each savefile has its own list of mods saved in a file named mods.txt.  mods.txt also has a list of map folders that is used in cases where parts of different maps overlap each other.
    - The Load Game screen displays the map folders and mod names used by the selected savefile. Since old savefiles do not have a mods.txt file, all currently-enabled mods are used when loading an old savefile. After loading an old savefile for the first time, the mods for that savefile cannot be changed, except by editing or deleting mods.txt.
    The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt.  This file contains the default set of enabled mods that will be used when creating a new game.  The default mods can be overridden when creating a new game in the New Game screen.
    default.txt also contains the list of map folders that was previously saved in options.ini (the old "mapOrder" setting that was used to deal with overlapping maps). If there are no map-overlap conflicts, this list of map folders is empty.
    - Added bBeingSteppedOn IsoZombie GameVariable to test if a player (or zombie) is standing on a prone zombie. Originally I was going to use this to prevent fake-dead zombies turning over when the player is standing on them.Prone zombies won't stand up if another zombie is standing on them.
    Changes on character creation:
    - Can now save/load outfit (clothing, m/f, name)
    - Can now select texture when item using multiple texture but no colors (jeans comes in 3 colors, but a random one was choosen everytime).
    - Tweaked washing clothes at sinks:
     - Clothing is washed one item at a time.
     - Items are washed in order from least-bloody to most-bloody when Wash > All is chosen.
     - Context-menu tooltips display the required amount of soap and water.
     - The correct amount of soap and water is used.
    - Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows.  The default is Shift.
    - The "Walk To" context-menu command displays a cursor to specify the location to walk to.  This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier.
    - Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight.
    - Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks.
    - Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred.
    - Animation now plays when transferring items between main inventory and equipped bags.
    - Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set  when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed.
     
    - Updated community translations.
    - Added a nag panel that pops up the first time the user tries to access the Mods screen.
    - Added the word "ERROR" to the little red box of doom.
    - Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea!
    - Overlays updated
     
    BALANCE
     
    - Limited the forces applied to vehicles when driving over corpses to prevent liftoff.
    - Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing.
    - Added mouse trap in kitchen random distributions.
    - Forbid building barbed wire fences without a connecting fence post or barbed-wire segment.
    - Color palette at character creation now doesn't heavily favors shades of pink and green over others.
    - Flint knife now has crafting recipe 
    - Now possible to recover and repair a weapon used in Spear creation
    - Stomp with fractured thigh/shin/foot now affects stomping accuracy
    - When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range.
    - Allow the player to drop items while moving, to avoid unfair deaths
    - Changed Screws weight to match Nails.
    - Changed IsoGameCharacter.maxWeight from Integer to int.
    - Reduced the damage to headlights from hitting zombies.
    - Added more attack prediction for the standing/on ground zombie detection.
    - Moved Tailoring perks from Survivalist to Crafting sub category.
    - Changed Flint knife to Stone knife (using a sharped stone).
    - Increased Digital Watch spawning rate.
    - Lowered chance of some helmet removals.
    - Can now attach meat cleaver to the belt.
    - When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it.
    - Lowered general condition of car spawning in house stories.
    - Renamed Key in House keys.
    - House key can now spawn in kitchen counter.
    - Fireman in burnt house stories now spawn a firemen vehicle.
    - Added Drink from pot anim.
    - Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...)
    Some changes on Foraging UI:
    - Foraging now doesn't close the UI.
    - Added progress bar on the UI when foraging.
    - Items gathered will be displayed on the right.
    - Can now filter on "fish baits".
    - Animals filter still get all the fish baits too.
    - Worms can now be found at level 0.
     
    CUTAWAY FIXES
     
    Cutaways - [Bug] Can't see character through some objects
    Cutaways - Can't see inside of a house through a window facing top-right
    Cutaways - Cut-away walls plop back up when trying to open a window, even when unsuccessful.
    Cutaways - Hide the eaves on roofs when entire building is hidden/transparent
    Cutaways - Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0.
    Cutaways - Wall cut away system not hiding enough of player-made walls
    Cutaways - Wall cut out issue when near window
     
    FIXES
     
    - Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options)
    - Fixed player animation lockup when gun breaks after firing it.
    - Fixed blob corpses in McCoys and Prison zones.
    - Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world.
    - Fixed the wrong HurtSound being played for zombies after male/female swap.
    - Fixed reversing over corpses not playing a sound.
    - Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.)
    - Fixed snapping in farming actions due to wait for turning to finish before playing the animation
    - Fixed the player taking damage from heavy loads when resting, sitting or sleeping.
    - Fixed vehicles taking fall damage each time they were loaded.  It didn't happen every time, possibly only when two vehicles were touching.
    - Fixed issues with targeting windows and shooting zombies through windows.
    - Fixed failing to load models with capital I in the filename using the Turkish language.
    - Added 'world' attachments to more weapon models so they are centered and lie flat in the world.
    - Fixed zombies farther away than 10 squares having a negative chance to spot the player.
    - Fixed not being able to build barbed-wire fences in one direction.
    - Fixed zombies thumping fence posts.
    - Fixed fake-dead zombies sometimes appearing naked until the player gets close.
    - Fixed no wait for turning to finish before starting ISBuryCorpse.
    - Fixed inventory items displaying the timed-action green highlight after actions finish.
    - Fixed the player continuing to move while sleeping somtimes.
    - Fixed lua error after clicking Continue after the last-played savefile has been deleted.
    - Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar.
    - Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles.
    - Fixed not being able to remove a clothing patch without having patch material in inventory.
    - Fixed clothing tooltip using the wrong player in splitscreen.
    - Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games.
    - Fixed texture-filtering issue that affected scrollbars and the debug console sometimes
    - Fixed being able to drink from a Washing machine
    - Fixed not being able to put a corpse in a grave without a shovel
    - Fixed fresh, frozen ice cream having negative boredom / happiness values for some inexpiable reason
    - Fixed Hats held in char inventory (not worn) also becoming wet/soaked
    - Fixed translations for new game modes not being used in Load Game ui and post-death text.
    - Fixed zombified players not standing up due to other zombies standing on them.
    - Fixed game-mode translations not being used in a few places.
    - Forbid digging graves above ground level. People could put dirt on a roof then dig a grave in the roof.
    - Fixed dragging items from a bag to the floor not unpacking them first, as was done when clicking the Drop button.
    - Fixed military fences being climbable when facing south or east.
    - Fixed new bandage items being added each time the game is loaded, resulting in bandage models not being removed.
    - Fixed higher engine quality lowering the chance of starting a vehicle.
    - Fixed colder weather increasing the chance of staring a vehicle.
    - Fixed vehicle engineQuality sometimes being less than zero or greater than 100.
    - Fixed rendering of lightswitches, shelves, and other objects that are on the south or east side of a square. This also fixes rendering of doors that swing open the opposite way of most other  doors (double-doors in Westpoint Gigamart and church for example).
    - Fixed placement of sheets on doors that open the opposite way from most other door
    - Fixed cutaway outline for window frames that have no window (such as carpentry window frames).
    - Fixed not being able to build doors on a square a player or zombie is standing on.
    - Fixed metalwork not using items on the ground.
    - Fixed metalwork not equipping a non-empty Blowtorch if an empty Blowtorch is equipped.
    - Fixed non-empty bags being allowed but not being used when doing carpentry (creating a rainbarrel for example).
    - Fixed Torch and Rope items on the ground not being allowed when creating Lamp-On-Pillar.
    - Fixed tooltips blocking mouse movement over context menus.
    - Fixed properties of some light switches (attachedE, attachedS).
    - Fixed properties of some overlay sprites in tiledefinitions_overlays.tiles.
    - Fixed clothing on zombies and on the ground not getting wetter in the rain.
    - Fixed unnecessary reading of directory contents when looking for mod.info files. This slowed down activating mods for the first time.
    - Fixed water effects animating while the game is paused.
    - Fixed lua error when creating a splitscreen player.
    - Fixed player being able to walk through compost bins by making them solidtrans
    - Fixed characters pathfinding through Lamp-on-pillar by making them solidtrans
    - Fixed log walls not being transparent like tall fences. (not LOS transparency)
    - Fixed the savefile picture not updating after playing then quitting to the main menu.
    - Fixed DebugOptionsWindow being taller than the screen sometimes.
    - Fixed being able to sneak run/sneak run low when having foot injuries.
    - Fixed making stakes not giving woodwork exp.
    - Fixed being able to remove battery while the car engine was running.
    - Fixed drink from bowl. (drink from pot anim is coming!)
    - Fixed drinking from popcan having timing issue.
    - Fixed duplicate bandage models and body-damage models being applied to zombies sometimes.
    - Fixed a zombie snapping upright after hitting it after it climbs over a counter. A zombie will still snap upright if it is hit while it is still on the counter.
    - Fixed replaceOnUse/replaceOnDelete not setting favorite is the previous item was favorite.
    - Fixed destroying stuff not having a calories modifier.
    - Fixed riverside garage missing their loot table.
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