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Tails

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  1. Like
    Tails reacted to lemmy101 in Waterway to Go   
    already in there
  2. Like
    Tails reacted to nasKo in Waterway to Go   
    Hey all – a few quick things while we continue to tidy up the public Build 40 that was released two weeks ago, and TEA do their animations things backstage for Build 41.
    IWBUMS BETA PATCH
    We currently have the next 40 patch in beta, and we just released 40.35. We think this now covers most of the primary irritations in the current version: muffled local text chat, some run issues, some issues with MP savegame conversion, wonky door construction and indestructible stairs.
    On Tuesday we also released 40.34, which also covered issues with car alarms, building, chatbox integration, errant zombie attractant car honks and forced car-re-entry on MP reloads.
    Once this is released to public we’ll hopefully pretty much there with 40 now, although Turbo is still working on improving his shaders for internal lights, headlights and flashlights – and Bitbaboon Steve is joining us again tomorrow to double-check there aren’t any easy-win performance hang-ups he can resolve.
    WATER IMPROVEMENT
    General Arcade’s Yuri is currently working on the improved presentation of water for Build 41, and while still experimental it currently looks like this.


    Now, a few things to mention:
    This is still a WIP, and it’s a fair criticism to say it looks ‘too good’ (if such a thing were possible) when compared to the static hand-drawn land tiles. However, from this we intend to tweak the specular, colour and reflection for balance, and indeed perhaps add a subtle effect to the land itself. Yuri still needs to optimize this system, and in the videos the character is invisible due to the ongoing merging of animations into other dev branches. The endpoint of this water presentation revamp will also be to specify water zones through the PZ map tools that specify water flow direction, instead of only taking wind direction into account for the animation. In this way we can have the river in Riverside very clearly being a flowing river, and standing ponds and lakes looking far more settled. GAMEPAD REVAMP TEST BUILD

    We currently have General Arcade’s Stas working on a new controllers build, and we’re now at a point at which we need to hear feedback from PZ survivors who like to play with a pad, and/or in split-screen, about how it’s playing.
    If this is you (and you’d like to be rewarded with an extra freshly minted PZ Steam code for a friend, enemy or loved one) then we have a new test beta for you to try out – and ten questions to answer from your experience of a few hours of play on the build.
    To learn more about the Controllers test build, the free PZ Steam codes for active participants, and to find out how to access the beta then click here.
    Please note however that currently only PC players can run the build, and also that the joypad back-end system, configuration and bindings have been completely rewritten from the ground up. In the process some aspects of the controls and default bindings have been changed in the rewriting process – if you have any issues with the default bindings and behaviours of the controls we’d like to hear about it.
    This week’s emergency service from kortes. 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.
  3. Like
    Tails reacted to Magic Mark in Helicopters. A more reasonable suggestion than you'd think?   
    Personally, I don't want to spend actual hours just to walk from one town to the other, so by the standards of most open world games with driving I think you are wrong there. The need for vehicles was already present when the map was just Muldraugh and West Point, let alone the newer map that would take many sittings to fully traverse on foot.
     
    However, I don't think the game is ready for Helicopters.
  4. Like
    Tails reacted to nasKo in Crepe Expectations   
    We released Build 40 last Tuesday, and gave it a first hotfix on Thursday. We currently have the next patch in a public IWBUMS beta channel – and if you don’t mind then we’d love you to jump over there and see how it plays. Primary fixes/changes include:
    More frequent changes in weather systems as the weeks tick by, and a little more extreme weather. We were concerned that people weren’t seeing enough of the new weather events, particularly rain, and so things should be more variable with this patch. We would still love to hear feedback on the current build’s weather too, and if you’d like to let us know then the relevant thread can be found here. Some restored/improved chat functionality, and admin commands. Sandbox options for snow on the ground, and rain/fog fx intensity. Fixes to player wetness: you won’t get soaked inside tents anymore, and likewise driving with a smashed windshield will get you wet. Fixes with crate-stacking, car horn/alarm radius, MP door and tree shake, construction issues, vehicle reflections and various other stuff. We aim to release this next week, although also plan to look a few other areas including issues with the muted appearance of indoor lights, flashlights and headlights during night scenes.
    In terms of build 41 TEA have provided all the guidelines and reference materials for our own coders to get to grips with what’s required of them, which in time will also be released for modders. We’ve also got an irl meet-up for our Europe-based team coming up soon, where we’ll be discussing the changes and what other cool stuff they can bring.
    In the meantime this week Zac has continued to improve the AnimZed dev and modding tool alongside Animator Martin, and now has the Clothing module bound in nicely so Martin can quickly add new costumes and ultimately bind them to in-game inventory items.
    He gave us a quick demo video to show the system in action as seen below, being able to quickly switch the player’s costume with the external tool. Please be aware, though, that the tool is just demoing costumes and items held in hand. It hasn’t been set up with all the custom animations for holding weapons, so the guitar will obviously not look as wonky in the finished thing.

    General Arcade’s Yuri is already inside the anims build, and working on his new water shader. These are the current fruits of his labour, although currently the system doesn’t know where water borders can be found on the map. It does work as a proof of concept though (faaar down the line! like: real far) for localised flooding.

    We’d also like to thank Clerkius who made this cool fan-made trailer for us, which shows off the game really nicely – so we thought we’d spread the link a little wider;

    This week’s featured image (that we’ve used to make a pun on a Dickens novel that starts out with a lot of fog as a vague attempt to make use of a degree in English Lit) from ♔Потерянная.ѡℛ. 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.
  5. Like
    Tails reacted to Red Panda in Unbalanced shaders and gamma/brightness   
    Hello guys,
    Iam sure that you've already reed same or simmilar topic last days, but cause of many ppl at mp found that like a really big issue and Ive tried to describe it at our discord channel with examples recently, so I decided to bother you a little too and share it with you, so sorry - but I think it should help a bit.
    First of all the differences between shaders on and off .. or if you want postprocesing on and off...
     
    Postprocesing off - flashlight off

     
    Postprocesing off - flashlight on

     
    Postprocesing on - flashlight off

     
    Postprocesing on - flashlight on

     
    So, this is one problem ... the thing that even flashlight has almost no effect - other side of it is the game is now unbalanced for those who uses postproc. and whose not - cause one of us will need to use flashlight if it will be even effective one day, and other one not cause night is almost same like a day with postprocesing on ...
     
    For better imagination how lights are good with postproc. on theres even indoor ones to check -


    No difference at all ... so, light are no more the thing with postprocesing on ...
     
    example of light without postprocesing -

    Check even colour balance of it at those example from indoors .. with postproc. it looks like with rly bad filter making it almost warmtones less ...
     
    Next thing is (well, as soon as flashlights will have some effect) the weight ... batery in flashlight remains for cca 3 hours in game max with full use of it ... that means you need 3 of it for one night .... thats 1.8 pounds ... flashlight is 2 pounds ... almost 4 pounds total weight for one night - just for those who wont use postprocesing .. others can play without it at all ... So when you count that you spent 2 points for Cateyes trait - wasted cause no more effect .... now you are forced to spent 4 points of your inventory each night, and even those who doesnt likes totaly messed up colours and lights with postprocesing which making game unbalanced for each other ... (that one can be partly solved by server settings i think)
     
    Started at 11 pm and been testing it so turnng it off and on again and again .. so its 3 hr max ...

     
    Thats I think all to this topic. Idk what can be solution, just describing it properly cause its needed i think ..
    To be honest, comparing that state without postprocesing to other survival games (as it was compared by admin), wheres nights spooky - its nonsense - spooky doesnt mean unplayable, and thats it in zomboid now ... 
     
    Thank you for and if there will be replies and sorry for my messy english. 
     
  6. Like
    Tails reacted to Batsphinx in IWBUMS Beta: Version 40.35 Patch   
    Version 40.32 IWBUMS beta released
     
    We're going to test this in IWBUMS so we get some wider testing done before making it public.
     
    NEW
     
    Implemented horizontal scrollbars.  Added horizontal scrollbar to the new-game screen. Added sandbox options for snow on ground, rain/fog fx intensity  
    BALANCE
     
    Updated community translations Player can now get wet if windshield is broken based on vehicle speed and rain intensity. Weather period frequency increased Increased chances for heavy weather (storm/tropical/blizzard)  
    FIXES
     
    Fixed map-loading exception in IsoObject.getWaterAmount() Fixed being able to place some types of furniture at the top of stairs. Fixed chat no longer being logged on the server Fixed cardboard boxes not stacking like wooden crates do. Fixed vehicle trunk not appearing in the loot window for some vehicles at certain angles. Fixed exception climbing stairs that happened if no walls had ever been rendered. Fixed Comments in chat being replaced by ellipses Fixed 'Q' throwing exception in singleplayer debug mode - Stanislav V. Fixed sheetropes sometimes not being removed properly in multiplayer. Fixed missing banID function Fixed sleeping in tent not stopping you getting wet Fixed tree rustling in mp Fixed door shake in mp Fixed new clothing not being used in sheet rope recipes Fixed small objects like microwaves, tv, radio etc blocking zombies Fixed mods triggering weather that impacts on current front strength Fixed possible bug in WinterIsComing that would reset conditions for a couple of days every 30 days
  7. Like
    Tails reacted to Vortecus in The most reasonable suggestion ever made!   
    Allow survivors to sleep on the floor for an uncomfortable but successful nights sleep.
    1. Sleeping on the floor with a pillow equipped will dampen the hard floor resulting in a better nights sleep.
    2. Having the homeless occupation allows you to sleep outside on the floor with less harsh consequences.
    3. Becoming far too tired, or far too drunk will result in you collapsing from exhaustion and sleeping on the ground for an appropriate amount of time.
     
    Allow survivors to sleep on the toilet. (If my survivor is able to sleep on a kid's plastic chair, I'm fairly certain a toilet would suffice; plus this would
    stop us from having to pick up a chair and haul it to the bathroom to sleep in the security of having an extra door between you and the zombies.)
     
    Obviously sleeping on the floor (especially outside) would have serious consequences if you were to be ambushed by roaming zombies during the night;
    but as of now, you can just carry a chair around with you to sleep outside on instead and face the same risks. So sleeping on the floor, especially inside,
    should be an enabled feature.
  8. Like
    Tails got a reaction from grammarsalad in Small but Important Suggestions Thread   
    898. recipe magazines for crafting pipe bombs, flame trap, and aerosol bomb without choosing the engineer occupation.
     
    899. flower pots to grow your crops and make it portable to travel with when you need to move your crops.
     
    900. zombie corpses loot tables should have shotgun shells, 308 rounds and 223 rounds.
     
  9. Like
    Tails got a reaction from grammarsalad in Small but Important Suggestions Thread   
    884. Scars after injury heals up.
    885. when getting cut on broken glass it should be called "Cut" instead of "scratched" since it can confuse you into thinking you got scratched by a zombie.
    886.  Gauze as another medical item to help hold the pressure of a wound injury you get.
    887. Grasshopper as a valid bait item to catch birds since I have seen American Robins feed grasshoppers to its nest of baby birds.
    888. Cold medicine item to cure colds if you cant find any medical plants when foraging.
    889. Nutritionist magazine a way to identify nutrition values on a food item without getting the the nutritionist trait.
     
  10. Like
    Tails got a reaction from Geras in Planting Herbs, Plants, and Grass   
    growing some medicinal herbs would be cool to have so that you dont have to go out into the forest to obtain more.
     
  11. Like
    Tails reacted to nasKo in Pea Super   
    Hi all, glad you’re here and that overall Build 40 has gone down well – and without too many annoying niggles too. This will only be a short blog, as we only released on Tuesday and we’re busy with patch stuff.
    We released an initial hotfix patch yesterday, which hopefully remedied issues people were having logging onto servers – and also fixed a few chat issues, fog weirdnesses and username things.
    Still to come are updated community translations, chat server logs and some ‘local chat zone widening’ due to some reports coming in from Redboid. We’re also doing some digging into issues with IsoRegions (rain indoors etc) as we’ve had a few reports in this area.
    What we need from you guys right now, though, are balance reports on the weather and temperature stuff that we’ve added. How is it all impacting your gameplay, and is there anything that’s new that’s particularly un-fun? Are you getting too much rain, sun, storm, fog etc. or too little? We really want to include balancing measures in Build 40 patches, and before the majority of the team jump into the anims code.
    In the mean-time, away from Build 40 and the TEA work on 41, Yuri has been making good progress in making Zomboid water look prettier (super WIP vid here) and RJ has been working on Xeonyx’s Hollywood Studio challenge map.
    Thanks everyone!
    This week’s foggy fog from Epic Sax Guy. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  12. Like
    Tails got a reaction from Хибити\Hibiti [BLR] in RELEASED: Build 40   
    nice that build 40 is complete now the hype waits for the animations to arrive in the future.
  13. Like
    Tails got a reaction from Blasted_Taco in RELEASED: Build 40   
    nice that build 40 is complete now the hype waits for the animations to arrive in the future.
  14. Like
    Tails got a reaction from EreWeGo in RELEASED: Build 40   
    nice that build 40 is complete now the hype waits for the animations to arrive in the future.
  15. Like
    Tails got a reaction from Geras in RELEASED: Build 40   
    nice that build 40 is complete now the hype waits for the animations to arrive in the future.
  16. Like
    Tails got a reaction from Necromatic_Corgi in RELEASED: Build 40   
    nice that build 40 is complete now the hype waits for the animations to arrive in the future.
  17. Like
    Tails got a reaction from Jason132 in RELEASED: Build 40   
    nice that build 40 is complete now the hype waits for the animations to arrive in the future.
  18. Like
    Tails got a reaction from MadDan in RELEASED: Build 40   
    nice that build 40 is complete now the hype waits for the animations to arrive in the future.
  19. Like
    Tails reacted to Batsphinx in RELEASED: Build 40   
    NEW
    Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year New shaders for times of day and seasonal effects Storms that move over the map Fog and mist that clears during the day Rain and snow now look like they hit the ground. Rain then disappears, and snow fades out. Improved snow and snow effects. New isoRegions system to detect an enclosed area - player-made or dev-created - to keep weather effects on the outside New player character temperature system New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now. New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard. New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items. New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers. Reflective windows on vehicles Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground) Added 'sway' wind sprite effects for trees and vegetation that increases/decreases with wind speeds(default on, can be toggled off in options)  Added 'shake' sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation. Added new Spiffo survival guide entries about weather. Added new clothes: Long shorts, Jacket, Padded Pants, Padded Jacket Thunder sound now plays to all players when an admin bans a player banned, a thunder rumble is heard when one is kicked. Game now saves the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \ Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..) Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join. Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation Added climate and weather MP admin panels. Many climate values can be now be ticked to override what's happening on the map. Values set by admin will override any values set by climate system, weather and mods. System also shows current weather information, and gives options to stop it. Added BloodSplatLifespanDays server option to remove old blood-splats. Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible. Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel. Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart. Updated community translations. Also updated translations with the display names to aid the process. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added separate Shadow extents from vehicle extents to allow for better shadows Updated fonts to bold to aid readability. Added a way to edit Admin powers (invisible, godmode, no clip, unlimited carry etc) in the in-game admin panel Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a second pass of floor shading, so it is a help to low-spec users.] Added Display option to disable the new roof-hiding feature for low-spec users. Shaders now used to draw wall + stencil + lighting in a single pass. Difficult to tell how much FPS boost this results in, but could help. Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP Updated menu screen with vertical rather than horizontal options - due to problems with taskbar in latest Windows Updates. Added a UI to display status and error messages when attempting to connect to a server. Vehicle dashboard now displays headlight icon in red if headlights are switched on but aren't working. Added tooltip for Light Fire when Notched Plank is in inventory but not the other item required for lighting a fire. Added Loot All and Transfer All commands to the inventory context menu when using a controller.  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Increased the height of tooltip progressbars. Added being able to rest/sleep on picnic table (considered as a bad bed.) Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane items to the loot table. Added a way to dismantle car wrecks (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Added missing nutrition values to medicinal herbs and condiments. Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers) Lowered the alarm clocks a and digital watch wake up distance. Added "Very Low" choice to CarSpawnRate Sandbox option. Increased VOIP range  (fade and falloff) Bowls of soup now affect thirst. Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used. Changed in-vehicle visibility cone for when player drives through weather effects. Cone now extends based on darkness value. Player can now sleep in a car that has its engine running. Added Packaged=TRUE to Remoulade so nutrition info is visible. Renamed Disinfect Bandage recipes to Dinsinfect Rag for Ripped Sheets. Increased the distance zombies spawn in newly-seen rooms when the player is in the same building. This is to fix zombies spawning right in front of (or sometimes around) the player in the large open rooms in the Mall. Renamed Metal Tube into Metal Pipe. Removed Pipe (plastic one) from recipes/dropping table, and now use Metal Pipe instead. Improved the appearance of crafting tooltips. Frozen food no longer allowed as the primary ingredient in evolved recipes. Can no longer use rotten bread slices when cooking level is less than 7. Added several missing vehicles zones (McCoy, Fossoil) & improved gas station vehicles spawning. Car-battery charger is now placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item now requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.  Repair Engine and Take Engine Parts now show progress bars and flash Success/Failure. Drunk moodle now has an impact on driver steering input Updated map to improve zombie density in some farmland and rural areas.  Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride. You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added Added chevrons on character screen next to the weight to indicate if weight is increasing or decreasing. All vehicle doors may be locked/unlocked from inside without requiring a key. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. Piped items (sinks, toilets, baths..) now require a wrench to be moved. A moveable item requiring no skill now have a 25% chance of breaking instead of 75%. After placing a water piped item you now need to plumb it back before being able to use it (require a wrench & a building or fully enclosed player built house). Weather now impacts on chances of starting the car (specially on low quality engine, the colder, the harder is to start).  
    MODDING
     
    LoadVehicleModel lua function and re-calc spawn chance added to aid players who want to mod in new/individual cars. Mapper-placed generators are now functional objects when first loaded. Changed spawnchance for vehicle type definition from an Int to a Float. Added mod options for climatemanager  
    FIXES
     
    Fixed character info UI exception when admin assigns a profession to a formerly profession-less player. Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor. Fixed ancient font kerning bug. Fixed "Loading..." message appearing briefly when continuing an existing save. Fixed resize bug with the server browser that made the tabs unclickable. Fixed missing scrollbar in the New Game screen. Fixed duplicate scrollbars in some server-settings editor lists. Fixed "Lage Metal Shelves" typo. Fixed house with missing walls near 14070,5200. Fixed rendering hidden moodles every frame. Fixed unused duplicate ISInventoryPage.refreshBackpacks() Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT. Fixed bug that could result in invisible 3D corpses. Fixed invalid RGB values used in TextManager.DrawString(x,y,str) Fixed GC created while loading files and some related to textures loading. Fixed unoptimized TextManager.getFontFromEnum() Fixed splitscreen players not being able to wake themselves up with less than two controllers active. Fixed exception playing zombie sounds when a zombie's current square is null. Fixed server sending smash-window packets to distant clients. Fixed outright carmageddon when vehicle ids become negative after a long time running. Fixed "Drop" option appearing for non-droppable moveable objects in inventory. Fixed not being able to pick up corpses behind tall windows. Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed. Fixed "Peanut Butter and  Sandwich". Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab. Fixed calculation of the amount of condition restored when fixing things. Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes. Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes. Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1). Fixed being able to equip weapon while running. Fixed lack of ability to plaster and paint a wooden pillar. Fixed campfire spawning items. Fixed painting a wall not removing a blood splat on it. Fixed progress bar not showing when adding an ingredient in an evolved recipe. Fixed not being to craft battery connector for some movable items. Fixed GameClient.receiveItemListNet() using short instead of int ids. Fixed "Level Up" button in Player Stats admin UI not updating target player. Fixed IsoObject.save() handling of Attached sprites. Fixed exception reading a map chunk when an object without a sprite was saved. Fixed client exception taking a bag off the ground shortly after transferring items to/from it. Fixed being able to dig graves from a vehicle. Fixed wrong nutrition value for PanFish. Fixed various wrong container items spawning. Fixed not being allowed to take more dirt from the same spot. Fixed appropriate tiles not being seen as "Gravel". Fixed carpentry/metalwork/walkto context option being available while inside a vehicle. Fixed being able to dig with hands and shovel from a car. Fixed a bug when trying to eat an item that was no longer there. Fixed carpentry door option not being disabled if nothing could be built. Fixed typo "You killed 0 zombie" into "You killed 0 zombies". Fixed server sending (most but not all) vehicle packets to distant clients. Fixed server sending multiple packets when brake lights turn on/off. Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player. Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while. Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs. Fixed being able to move the health body status everywhere. Fixed some wrong/missing parking lot zones. Fixed campfire container icon not being displayed. Fixed speed controls clock button being too fast. Fixed client sending 20KB checksum string to the server. Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods. Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options. Fixed SystemDisabler.doAllowDebugConnections being set to true Fixed headlights on Sportscar being incorrectly positioned Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical. Fixed physicsDelay and physicsDelayServer transmitting incorrectly Fixed Function UpdateLimit.Check incorrectly calculating delay time. Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch. Fixed Van sliding around map even without brakes and tires Fixed debug log message "VID=__ force=__" on server Fixed vehicles that can be rammed to turn over and float above zombies Fixed shell texture being set to null for special vehicles Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired Fixed 'Cone of light' from vehicle headlights being too narrow Fixed not being able to get into cars that are tightly packed in parking lots Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side Fixed Van/VanSeats missing textures for uninstalled rear doors Fixed Van/VanSeats missing textures for uninstalled middle doors Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network. Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152) Fixed plants clipping through the car Fixed trash sprite being rendered above the car Fixed visual anomaly after re-loading a Host server and driving Fixed passengers sometimes not being able to exit from vehicle after travel. Fixed the wrong render of "Random" - Button In "Customise Character" menu Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely Fixed zombies hit by a turning car snapping to a different position Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement Fixed issues with how Zombies walk between several sources of sounds. Fixed incorrectly displayed position of vehicle after collision with another car. Fixed cars floating to the ground when spawned Fixed some car texture issues Fixed the game sometimes not reacting to some keys (V and Esc) Fixed horn (Q or V menu) causing popping sound, as if several were being played at once Fixed clicking repeatedly while the game is saving can causing it to lock up Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle. Fixed cars showing damage texture on parts but not in Mechanics menu Fixed some standing zombies not reacting to collisions with vehicle in MP. Fixed the 'Hours until death from zombie infection' not starting at the exact moment infection occurs. Fixed ambient sound emitters being played every frame and clogging the FMOD command queue. Fixed sound file name instead of GameSound name in AttackVehicleState. Fixed UIElements not getting onMouseMoveOutside callbacks sometimes. Fixed selecting text in UITextBox2 with the mouse. Fixed BaseVehicle.emitter not being removed from SoundManager.emitters. Fixed "0-12 hours" Sandbox setting killing instantly. Fixed server database editor not handling special characters in strings. Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait. Fixed vehicle exit positions not being blocked by obstacles properly. Fixed various door and window sounds not playing for remote clients. Fixed metalwork crafting sounds not using GameSound name. Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE. Fixed mechanics UI delay in showing textures when opened for the first time. Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file. Fixed multithreading bug with animation loading. Fixed missing RotateObject GameSound. Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen. Fixed street signs not showing the collided-with sprites Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb() Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database Fixed game characters with names in different registers being loaded as one and the same character Fixed position of Toggle Stove button in loot window titlebar with larger fonts. Fixed the new GameSounds UI not working with the controller. Fixed the lack of SFX when attempting to push a stationary vehicle out of the way. Fixed getting out of the van ejecting you a tile or two away Fixed admin commands not working with ' " '.  Fixed setaccesslevel not working anymore.  Fixed not being able to modify steamid column in whitelist viewer.  Fixed not being able to see some columns (including steamid) in the admin's whitelist viewer. Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist. Fixed it not being possible to enter vans through rear doors. Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first. Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning. Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible. Fixed farming tooltip rendering with different font sizes. Fixed ac/heater draining the battery when the engine isn't running. Fixed LayoutManager making a window visible without adding it to the list of windows. Fixed host losing admin accessLevel in splitscreen. Fixed swinging a weapon at a broken window granting the player XP. Fixed ac/heater draining the battery when the engine isn't running. Fixed Stick Trap using the wrong "closed" sprite. Fixed bad things happening when using the "Level Up" button in the player-stats admin panel. Fixed player not facing campfires when performing various actions on them. Fixed player animation not playing when opening a barricaded window from the non-barricaded side. Fixed missing context-menu option to remove metal-bar barricades. Fixed second farm-plant sprites not being used. Fixed not being able to place medicine cabinets over low objects like toilets. Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero. Fixed many duplicate invisible sprites being created for unspawned erosion objects. Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message. Fixed not being able to set access level on yourself Fixed the Admin cannot not being able to edit item and containers on players in admin inventory view screen. Fixed game crashing in FMOD_Studio_EventDescription_GetPath function with exception: getPath() != FMOD_OK Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character. Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen Fixed the character's appearance not updating when the admin removes clothing from the inventory. Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square. Fixed calculation of food age/freezing/thawing when the player turns a generator on/off. Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded. Fixed Survival sandbox presets having car locked & car alarm to "Never". Fixed "Base" module not being selected by default when using the items list UI. Fixed wrong calculation of unlimited capacity. Fixed BodyDamage.RestoreToFullHealth() not setting temperature to 37.0 degrees. - Fixed old lighting bug that caused flickering in some situations. Fixed evolved recipes using WaterPot as base item - they now require the WaterPot to be at least 3/4 full Fixed not being able to place or build things through an open doorway. Fixed creating ".project_zomboid_2.9.9.17" hidden folder on Linux Fixed target-picking cursors (such as the moveable-tools cursor) getting in the way when the player attacks. … Fixed SGlobalObjectSystem error when a thumpable is destroyed. Fixed name of sound that plays when a carpentry objects break. Fixed barricaded doors being disassembled and leaving the barricade behind. … Fixed Multiplayer Players UI and invite-friends UI being too transparent Fixed lighting not updating after teleporting in multiplayer. Fixed vehicles texture names in scripts being lowercase and uppercase in file system Fixed LoadGameScreen exception with the demo. Fixed bug with lightR/lightG/lightB sprite property value "0". Fixed update() getting called for MainScreen (and all its descendant UIElements) while in-game. Fixed FMOD Occlusion parameter not being set to zero when starting sounds. Fixed engine speed not setting to the engineIdleSpeed value when player press the brake button. Fixed vehicle turning radius when accelerating is very large Fixed not being able to add players to Factions when they were connected before you on the server. Fixed the /createhorde function crashing servers by limiting zed spawn to 500 Fixed AddItem command needing username to generate an item. Username and count no longer required. It's optional now. Fixed small car idling at 2000 RPM Fixed profession change by Admin transmitting to all players in MP. Fixed addvehicle "Base.SportsCar" "EnigmaGrey" command not working without quotes Fixed player not needing an account password when connecting to a server. Fixed not having the "edit admin power" button in the admin panel. Fixed some spawned tiles by Erosion not being able to be removed. Fixed commands that have no parameters send 'wrong arguments' message Fixed Items List Viewer layout with larger fonts. Fixed profession icon overlapping trait icons in the Info panel. Fixed missingpzexe.jar and sqlite-jdbc-3.8.10.1.jar Fixed presence of old unused java libs Fixed co-op host being allowed to enter commands in the Lua debug console when not admin. Fixed car/tire_explode -> VehicleTireExplode. Fixed headlights providing a cone of lights even if they're off / broken. Fixed empty wine bottles not being refillable with water. Fixed sound delays and volume issues by rebuilding .bank files. Changed short sounds from Streaming to Compressed and longer sounds to Streaming. Fixed Server Toolbox appearing underneath the top-left icons. Fixed resetting fatigue, endurance, and body temperature to default unless in God Mode. Fixed connect-to-server ui not resetting the game to singleplayer in case of error. Fixed connect-to-server and xp-bonus arrows animating at high speeds at different framerates. Fixed obsolete items showing in the Items List Viewer. Fixed nutrition info in Food tooltips in debug mode showing when the Tooltip.Info debug option is checked. Fixed potentially having more water than was available at the start when cancelling the pour-on-ground action. Fixed water bottles not filling to capacity when less than 1 unit could be added. Fixed vehicle brake-light texture indicating working brake lights when the battery is dead/uninstalled. Fixed vehicle radial menu allowing headlights to be switched on/off when the battery is dead or missing. Fixed the game unpausing after hiding the changelog UI. Fixed missing vehicles_pickupvanlightsburnt.png Fixed issues with vehicle horn, lights, alarm and siren when the battery is dead or uninstalled. Fixed "ERROR: model texture "f_hair_White" wasn't found" on Linux and Mac. Fixed NullPointerException in IsoWindow.handleAlarm(). Fixed player equipping an already-equipped water bottle when filling it. Fixed Stone hammer not being usable when upgrading wooden walls. Fixed sheet rope typo. Fixed garbage-creating debug code in ZombieUpdatePacker. Fixed player not being able to see nearby zombies when very tired and/or panicked. Fixed frozen food spawning in freezers long after the power goes out. Fixed Invisible checkbox in Admin Powers ui not setting GhostMode on the server and several other places set GhostMode=invisible. Fixed gc with WorldSoundManager.getBiggestSoundZomb() Fixed zombies hearing players from far away. Fixed upgraded door frames blocking player movement. Fixed the delay before right-clicking starts aiming being shorter at higher framerates. (At 120fps, right-clicking to bring up the context menu could often initiate aiming.) Fixed player entering attack stance when pressing the Control key while the mouse is over the inventory window. Fixed the player aiming when the mouse is over the inventory tooltip Fixed fire and smoke sprites being drawn as part of the floor - being covered by snow etc Fixed items that should spawn in bags sometimes spawning in the container the bag is inside. Fixed adding bait to traps not working. Fixed 'Plays Baseball' trait not working properly. Fixed not being able to make a pot of soup with a canned mushroom soup. Fixed not being able to refill an empty Propane Torch Fixed 'GameServer.hitZombie() doesn't handle vehicles being hit by players' issue Fixed BodyDamage.FoodSicknessLevel going below zero. Fixed slices of Cake and Pie not inheriting stats from the original item. Fixed sound-related exception when smoking cigarettes or drinking from a bottle. Fixed a second-story room in the Mall that wasn't considered a room for plumbing/electricity purposes. Fixed zombies being immune to attacks while staggering backwards. (This is an OLD much-complained about issue in MP, so yay.) Fixed zombies with 3D models not facing the player when shoved. Fixed News.txt not being read from mods. Fixed passengers being able to fall out of a moving car in MP and be run over if they disconnect briefly Fixed a bug in SetPlayerLocation() which caused unnecessary work to be done. Fixed some tile properties in newtiledefinitions.tiles. Window frames with HoppableW/HoppableN. Wooden Bench -> Sturdy Bench. White Simple Chair -> Grey Plastic Chair Fixed seahorse cafe windows with invalid smashed / glass-removed offsets Fixed being able to display duplicates of some admin panels. Fixed gun sounds not being heard far enough away in multiplayer. (The radius is only set to 20 in FMOD.  Setting 'distanceMax' in sounds.txt. Overrides the value in the .bank file. Mods will need to set this value as well.) Fixed barricades not being removed when a window is destroyed by a sledgehammer. Fixed players with Deaf trait hearing house alarms. Fixed position of speed-controls in debug mode (which forces the clock to be visilble). Fixed player not facing microwave or stove when checking its settings. Fixed two bugs with spawning a random zombie in a barricaded bathroom. Fixed clean/disinfect crafting tooltips saying "Destroy" rather than "Use" for bandages/rags. Fixed two exceptions when pressing keys while the game is loading. Fixed speed controls briefly appearing in the wrong position when starting a game. Fixed not being able to sleep when not tired or recently slept when the server option SleepNeeded is false. Fixed being able to place multi-tile furniture where walls intersect the furniture. Fixed being able to place tents on squares that are blocked by vehicles. Fixed failing to check for trees when building some carpentry objects. Fixed learning from TV/radio when asleep Fixed not being able to create new username. Fixed unnecessary 'ban steam id' when banuser is preferable Fixed Coordinates parameter being used with 'add vehicle' command Fixed wrong calcul in Nutrition values (it'll be now easier to gain more weight if eating high carbs or lipids food) Fixed "Survived For" showing on the character screen if the player doesn't have a watch. Fixed weight display from being a float to being an int (no more 80.14 but only 80.) Fixed 'add vehicle' command not giving a vehicle to a player who hadn't included their name. Fixed wrong calcul in startEngine process. Fixed multiple VehicleFailingToStart sounds playing. Fixed scaling of lines when zooming indoors. Fixed some map issues: A house had a grass floor, a trailer had a TV on the same square as a kitchen counter, a building had no light switches in two upper floor rooms. Fixed doors/radios/tvs/windows sometimes having different states on clients and the server. Fixed ReleaseSafehouse command Fixed and refactored Grant Admin and Remove Admin commands  Fixed incorrect trunk size of vans with seats. Fixed wrong calcul in chance of uninstalling part resulting in sometimes damaging the part where it should be impossible. Fixed some ingredients left at -1 hunger reduction when adding them to a recipe. Fixed exception when a vehicle crashes near a fire. Fixed loot sometimes respawning too soon. Fixed "map_zone.bin could not be saved" multiplayer error. Fixed weight-gain and weight-loss indicators appearing at the same time. Also fixed increased weight-gain. Fixed McCoy vehicles not spawning. Fixed red font for system messages and shout being hard to read Fixed exception when plastering walls. Fixed wrong calcul in failure of damaging part when installing it. Fixed missing some vehicles definitions (Fossoil wasn't spawning + a few variant of existing models) Fixed wrong distributions table for some vehicles (postal vans weren't spawning anything) Fixed positions zombies stand at when surrounding a vehicle. Fixed some soap items not being able to clean clothing. Fixed crowds of zombies launching vehicles like bottle rockets. Vehicles can still be jostled around by large hordes, but shouldn't go flyingoff at high speed anymore. Fixed errors loading vehicles whose script is no longer defined by picking a random script. Fixed coop server not starting if -cachedir= didn't end in "/Zomboid" Fixed ISEquippedItem exception when not in debug mode. Fixed not being able to open a vehicle's trunk at certain angles. Fixed exception when a zombie's square is null. Fixed an old SpriteRenderer bug, not sure if it hurt anything. Fixed appearance of selected hot/cold items in the inventory/loot windows. Fixed food temperature possibly going above/below container temperature. Fixed some UI layout issues with jumbo fonts. Fixed long strings overlowing comboboxes. Fixed some minor map bugs - light switches, doubled-up TVs, a building with no wall on second floor Fixed using string.match (string contains) instead of stringStart for the item list. Fixed some map bugs: missing walls, missing lightswitches, duplicate TVs. Fixed covered gas station that was considered interior. Fixed unnecessary old chat-transparency display option. Fixed issues with on-screen server messages (using /servermsg command) - horizontal position was relative to the chat window, display time was depended on framerate, font now larger. Fixed missing "Ticking clock" animation while the char sleeps is missing Fixed some debug code running that is disabled in multiplayer. Fixed vehicle skid sound not playing in multiplayer. It only plays for the driver currently; remote clients won't hear it. Fixed vehicle damage to prone zombies being too low in multiplayer. Fixed broken vehicle door locks being lockable/unlockable using the dashboard icon (and vehicle menu). Fixed car collision box blocking a door even if a char can come up to it Fixed wash clothing recipe not working. Fixed file encodings in translation files. Fixed dropped items are drawn above the car Fixed empty water container staying equipped when pouring water from one item to another. Fixed propane tank remaining equipped after inserting into a bbq Fixed rendering issue with Physics.Render debug option as other things such as vehicle areas wouldn't render. Fixed vehicle y-coordinates when spawning in long horizontal zones. (The long horizontal zones at gas-stations were spawning vehicles at the wrong y-coordinate) Fixed unused vehicle code. Fixed issues with adding/removing gas using gas cans. Fixed unnecessary allocations and file access related to non-existent textures. Fixed zones overlapping any cells in a map directory not being removed before loading that map's objects.lua file. Fixed speech from second player in splitscreen being displayed over first player. Fixed small trees causing crashes but not being removable Fixed car engine turning off as soon as battery is removed Fixed crafting recipes losing their favourite status when game language is changed Fixed police sign showing higher on tile when placed Fixed radio saving last lines of broadcast so broadcasts didn't replay in full upon load Fixed bushes only draw with floor when in a car. Fixed too few vehicles spawning in some places. Fixed vehicles being usable through closed doors, fences and walls. Fixed removing a metal-bar barricade giving a metal pipe. Fixed metal-bar barricades requiring three bars but only using one. Fixed error message when having no perks to move an item in tiledef. Fixed collapsed stacks of food not splitting into separate stacks when freshness changes. Fixed berry/mushrooms not being sorted into separate stacks by freshness. Fixed Delete key not working in the load-game screen.  Fixed problem with a DuffelBag items distribution.
  20. Like
    Tails reacted to Burger_Time in More enviromental details.   
    Yeah. Details would make this game look a HELL better. So, umm, I decided to make a list of some details that will definitely make game look better.
     
    °Rain puddles that will affect driving and just will make a rainy weather prettier.
    °Footprints on snow, mud etc. This would make your character feel less than weightless creature and more like human . Also will help a lot in hunting when wildlife would be added. And how about footprints after stepping in blood?
    °Blood should wash out blood. Just a minor notice.
    °Snowdrift appearing after heavy snow. Should affect moving, maybe sometimes would make it almost impossible to go out without help of shovel.
    °Smoke coming out of exhaust pipe. I've already described that in my Vehicle suggestion, but it's a detail non the last, right?
    °Actual decomposition process. Dead bodies should slowly turn into dozens of bones with some clothes on it.
    °Items that lay on the ground near fire should burn. Another minor notice.
    °Furniture should break if somebody falls on/hits it. One of my oldest suggestion...
    °Dust particles may appear in the air inside houses on the sunlight.
    °Eventually houses that aren't inhibited should become dirty, dusty. Some web should appear in the corners etc.
     
    I know, separately these things look very unnecessary, but just imagine this all in one.
     
    This stuff might be already in progress, but hey, I don't know anything about what developers are planning!
     
    Maybe I will put something else here...
     
    Bye!
  21. Like
    Tails reacted to nasKo in New Briefs   
    Hey everyone! Extremely short Thursdoid today since usual wordsmith Batsphinx is away, we planned on making this Thursday our full release day thus be one of the few weeks we don’t have to stress about Thursdoid, but alas there were a few more fixes we really had to squeeze in first meaning we really need to put them through the IWBUMs test before we consider a full release. Since we’re just tying up a few loose ends, and we don’t want to start discussing build 41 in detail until its out of the way, there’s not a great deal to talk about.
    We’ve just released IWBUMS 40.27, which contains fixes including improvements to grass sorting to get rid of strange visual errors, hopefully fixed some rendering errors with the full screen fog effect, getting rid of rocks waving about in the wind, random tree rustles to mask zombie movement through forests, and fixed some issues with vehicle spawning – For a full changelist click over here.
    We’re hoping this will be a good release candidate, so let us know how it goes! Barring no serious issues we’ll perhaps be able to release this early next week and start Operation Anims in earnest at that point! A day we’re all very excited for. Stuff is ticking over nicely with TEA and the anim system, but at this point it’s mainly them fixing a few remaining bugs and making the tools easier for Animator Martin (and future modders) to work with, so despite good progress, not a lot of meaty Thursdoid stuff to talk about. That will change when we go over to full team development though!
    Will leave it there, thanks everyone! Sorry for the brief Thursdoid, normal business will resume next time!
    This week’s screen is from Four-Eyes. 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.
  22. Like
    Tails reacted to lemmy101 in RELEASED: IWBUMS Build 40.18   
    IWBUMS 40.27 released
     
    ADDED
     
    Added shake when trying to open locked door
    Added wind to some left out ferns and plants
    Moved (previously in right click menu) debug stuff (items list, stash debug, player stats) to the new debug panel.
    Player launching a game in debug is now automatically ghost/invincible.
    Added ghost/god mod tickbox in the stats & body debug panel.
    God mod now also set hunger to 0 (never hungry!)
    Toned down door shake a bit.
    Toned down rusle and hit shake for large trees.
    Wind sways a bit more natural
    Added random rustles to trees.
    Added gusty/breezy noise to wind (also applies to rain angle)
    Changed split wind in 2 sets (trees and low vegetation)
    Added different sway/bending types for objects
    Changed big trees to now shake less
    Added a few minor caching improvements
    Save the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game
     
    FIXED
     
    You can now wash the new clothing
    Fixed reverted fog to non-pack which seems to have caused issue on some machine
    Fixed max skew for most bendy trees reduced a little
    Added build/health cheat in the debug panel.
    Fixed bushes only draw with floor when in a car.
    Fixed player made door shaking when hit.
    Fixed too few vehicles spawning in some places.
    Fixed vehicles being usable through closed doors, fences and walls.
    Fixed vehicle shadows jittering near zombies.
    Fixed removing a metal-bar barricade giving a metal pipe.
    Fixed metal-bar barricades requiring three bars but only using one.
    Changed bushes now also rustle (visual+audio)
    Fixed bug that caused some erosion replacements (rocks and twigs etc) to sway with wind
     
  23. Like
    Tails reacted to kongkim in Feedback from a casual gamer   
    I have played the game a few times over the years, in both sp and mp with some friends.
     
    I thought I would give my feedback on the game. and then you can use it or not
     
    1: The first thing I always see and hear my friends comment abut its the interface.
    One of the things that still make the game feel very in beta is the interface and UI. 
    Personally, I think it needs a more premium looking UI that reflect the game and is more intuitive for the new players.
     
    2: I know its a hot potato and many will not agree. 
    But I think the game needs an option to enable to have a survive goal or some kind of end game.
    Other survival games have it. and it gives many players something big to work against. But let it be an option and not something forced on people.
     
    My games in Zomboid always ends up with me in a safe base with a lot of food and water and no reason to leave it and nothing to do.
    I need something big to work against. Maybe small survive missions to collect something from all town in the game and then listen to radios for a specific time and location to get picked up. Something like that. 
  24. Like
    Tails reacted to EnigmaGrey in (Change it back!) Why was Erosion toned down so much?   
    It rather sucked to die in a head-on collision with an invisible tree, so trees were removed if they spawned on roads. That's the only change I'm aware of, though. The grass not growing as prolifically is odd.
     
    Perhaps there's been a further change with the weather build that I'm not aware of. 
  25. Like
    Tails reacted to Demonic_Kat in Choosing Tile to Forage   
    So the highlighting of containers has helped IMMENSELY in my looting of stacked containers and bodies. I am so glad it was added!
     
    In this train of thought: I've also noticed that when you forage your character sometimes wanders around away from the spot you think you've selected to forage. This happens mostly near trees for me. I'm not sure if I'm selecting the spot the tree is planted in, or the ground right next to me. It would be nice to have a visual of the area you choose to forage.
     
    Right click
    Forage
    A highlighted area shows
    Left click to confirm
     
    My last death was actually cuz my guy decided to walk through a wooded path when I told him to forage right next to where he was... invisiwoodlandzombie ate me. >.<
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