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Tails

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  1. Like
    Tails reacted to GrumpyTheClown in Cash & Its Uses   
    This is my first PZ suggestion in this forum. So this has probably been suggested before or the developers are planning to add cash which would make searching wallets off dead zombies useful?
    I believe the game could be modified to make cash useful. Perhaps vending machines and gas pumps.
    Cash could be looted from containers or zombies? Maybe cash could be obtained from atms using an ATM card or disassembling if you have high enough electrical.
    I found it weird how you could grab everything in a vending machine without even tampering with it or inserting cash. I propose that to get snacks/soda from vending machines you have to pay cash or disassemble it to get all the cash and snacks inside if you have high enough electrical.
    Maybe implement a pay at the pump system at some gas stations so whenever trying to obtain gas you would have to use that cash[or use a credit card maybe?]
    I hope people like this suggestion and I hope others can add some ideas to this topic.
  2. Like
    Tails got a reaction from sodogewow in Small but Important Suggestions Thread   
    831- Longer TV and radio broadcasts sandbox setting.
    832- Pop up headlights on the Chevalier Cossette
    833-  Different firearm category skills pistol, shotgun, long rifle ect category
    834-  dismantling alarm clocks for parts.
    835- Allow male survivor to wear a skirt  to make male survivors look silly lol.
    836- Axe should be found in the fire department vehicles and Mccoy logging trucks loot tables as well as fire station.
     
     
  3. Like
    Tails got a reaction from grammarsalad in Major Buildings Request Thread   
    there are not these kind of building I will list.
     
    -Park Rangers Station
    -Department Of Motor Vehicle  (DMV)
    -Sports Stadium
    -Doughnut shops
    - Government buildings like FBI/ CIA, science labs,  ect
    - Museums
    -Drive In movie theater
    - Jailhouse
    - parking garages
  4. Like
    Tails got a reaction from grammarsalad in Major Buildings Request Thread   
    some other buildings ideas to request are.
     
    -Auto Repair shop in March ridge
    - Major Brand car Dealerships like Dash. Chevalier, Franklin, Mercia Lang ect
    - Casino locations ( hopefully Louisville)
    - Nigh clubs
    - More Gun store locations other than West Point and Valley Station
    - Military Base
    - random Quarantine  zones
    - fire watch tower
    - airport
     
     
     
     
  5. Like
    Tails got a reaction from grammarsalad in Wrench and lug wrench as a wepons.   
    An L shaped tire iron would be a good
    use for a weapon lug wrench alternative and have same function as a X shape lug wrench that is currently in the game.
     

     
    Depending on the size of the wrench that is already in PZ it might not do much damage unless it bigger and heavier.
     
     
     
  6. Like
    Tails got a reaction from Massi in Small but Important Suggestions Thread   
    831- Longer TV and radio broadcasts sandbox setting.
    832- Pop up headlights on the Chevalier Cossette
    833-  Different firearm category skills pistol, shotgun, long rifle ect category
    834-  dismantling alarm clocks for parts.
    835- Allow male survivor to wear a skirt  to make male survivors look silly lol.
    836- Axe should be found in the fire department vehicles and Mccoy logging trucks loot tables as well as fire station.
     
     
  7. Like
    Tails got a reaction from Ornament in Small but Important Suggestions Thread   
    831- Longer TV and radio broadcasts sandbox setting.
    832- Pop up headlights on the Chevalier Cossette
    833-  Different firearm category skills pistol, shotgun, long rifle ect category
    834-  dismantling alarm clocks for parts.
    835- Allow male survivor to wear a skirt  to make male survivors look silly lol.
    836- Axe should be found in the fire department vehicles and Mccoy logging trucks loot tables as well as fire station.
     
     
  8. Like
    Tails got a reaction from Bejasc in Small but Important Suggestions Thread   
    831- Longer TV and radio broadcasts sandbox setting.
    832- Pop up headlights on the Chevalier Cossette
    833-  Different firearm category skills pistol, shotgun, long rifle ect category
    834-  dismantling alarm clocks for parts.
    835- Allow male survivor to wear a skirt  to make male survivors look silly lol.
    836- Axe should be found in the fire department vehicles and Mccoy logging trucks loot tables as well as fire station.
     
     
  9. Like
    Tails got a reaction from grammarsalad in Small but Important Suggestions Thread   
    831- Longer TV and radio broadcasts sandbox setting.
    832- Pop up headlights on the Chevalier Cossette
    833-  Different firearm category skills pistol, shotgun, long rifle ect category
    834-  dismantling alarm clocks for parts.
    835- Allow male survivor to wear a skirt  to make male survivors look silly lol.
    836- Axe should be found in the fire department vehicles and Mccoy logging trucks loot tables as well as fire station.
     
     
  10. Like
    Tails reacted to nasKo in Snow DaZe   
    Happy Thursday all. Work continues on two fronts: the stuff that was developed concurrently with the vehicles build that we intend to get out into an IWBUMS beta as soon as we can, and the stuff that the five guys over at T.E.A. continue to improve our new animations system with in terms of more flexible/data-driven code and an improved AnimZed animation tool to match. Let’s go round the houses then and see what’s new.
    WEATHER TEST BUILD
    As flagged on the PZ website last week, we currently have a public test version of Turbo’s new weather, climate, storms and fog system available for players to try out. You can find full details on how to access this in the forum thread.
    Initial player reports have been really positive – with people reporting that they’re feeling a greater sense of seasonal change and are feeling nicely hemmed in (and are having more difficulty driving) in heavy fog.
    The primary piece of feedback we probably need at this point is whether players feel some of the new time of day and season shaders are too intense or washed out – you can find details of the debug tools that’d be useful if you wanted to quickly check a variety out in the link above.
    Turbo has also just released an updated version of the test weather beta, which features a multiplayer component of his IsoRegions system – this should allow the information about enclosed player-built spaces across an MP network so fog/precipitation can only be shown in outdoor areas. Please note that this will break current saves on this test build.
    Turbo will now start to address some of the great feedback he’s received this past week in terms of bugs and suggestions, such as the occasional foggy starting houses and black lines that are visible on some zoom levels.
    NEXT IWBUMS
    In amongst the bigger headline features like weather and MP chat improvements currently in the mix, there a variety of smaller features and fixes also on the boil to benefit players, modders and admins. In-game fonts have been made bolder to help with legibility, car wrecks can now be dismantled with a propane torch and welding mask and we’re also tightening the difficulty levels of our more noob-friendly scenarios – as we can’t help but feel that some of our players are getting too easy a ride at first.
    Also fresh from the coding furnace, meanwhile, is EasyPickins’ in-game Sandbox Options Editor for server admins. This will allow admins to change in-game settings that don’t require a full restart, and should make managing a server for you and your friends a little more forgiving experience.

    T.E.A. WORK
    This week Zac has built a ‘Paper doll’ interface into the AnimZed dev/modding tool, as seen below this replaces a big list of numbers and toggles – letting you/us design zombie and survivor outfits for in-game use and testing in a far more user-friendly and efficient way. He’s also got 2D blends working in the tool, but still needs to work out the best way to visualize them in AnimZed.

    A lot of what T.E.A. are currently doing is improving the system, and adding flexibility, by making large chunks of it data-driven and greatly simplifying (and modularising) the player code. It’s complicated stuff that’ll make devving and modding easier, and should put the game and community in a good shape for many years to come. This has been Grant’s primary work with the ‘state machine’ recently, while Bitbaboon Mark (although we should probably call him T.E.A. Mark at this point) working out the best ways to transition the T.E.A. workflow over into the core PZ team.
    Our thanks to Mad Dan for his snow pic, and indeed just for being Mad Dan. 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.
  11. Like
    Tails got a reaction from MadDan in Small but Important Suggestions Thread   
    831- Longer TV and radio broadcasts sandbox setting.
    832- Pop up headlights on the Chevalier Cossette
    833-  Different firearm category skills pistol, shotgun, long rifle ect category
    834-  dismantling alarm clocks for parts.
    835- Allow male survivor to wear a skirt  to make male survivors look silly lol.
    836- Axe should be found in the fire department vehicles and Mccoy logging trucks loot tables as well as fire station.
     
     
  12. Like
    Tails got a reaction from grammarsalad in Small but Important Suggestions Thread   
    773 - More kinds of crops to grow like Lettuce, Leeks, Watermelon, eggplant, onions, peas, Zucchini, corn and bell peppers. 
    774- Water melon chunks used in a fruit salad recipe.
    775- Potatoes spawning in fridges and produce bins loot tables around the map instead of just farming. 
    776- Avocado is a fruit not a vegetable.
    777- Transmissions and radiators as a type of car part.
    778- uninstalling and installing cars heater . 
    779- Toilet water should be tainted to where you will need to boil it. 
    180- Traffic pileups should have wrecked cars models, more workable cars to loot, siphon gas as well as car parts to salvage instead of mostly bunted out cars.
  13. Like
    Tails got a reaction from grammarsalad in Small but Important Suggestions Thread   
    744
     
    TV should teach Recipes to craft and other functions as well as teach other skills. maybe some more tv channels.
     
    745
     
    Stones should be found when digging. Digging graves should obtain stones and worms.
     
    746
     
    Salmon as a type of fish to catch when fishing
     
    747
     
    Toasters in more houses
     
    748
     
    VCR players as electronics to dismantle maybe as well as watching movies to reduce survivor from getting  bored and unhappy.
     
     
  14. Like
    Tails got a reaction from Faalagorn in Small but Important Suggestions Thread   
    613.  Locking the door on the inside without a key. 
    614. canned food and  other types of non perishable food items in grocery stores and convenience store shelves instead of just bags of chips and pop.
     
  15. Like
    Tails got a reaction from Faalagorn in Motorcycles   
    motorcycles sound amazing to add to PZ in my opinion. Sure they will be noisy with there loud engines but have some use to travel. most may not have much storage space.
     
     
     
     
  16. Like
    Tails reacted to TurtleShroom in Force Close Menu: Car Disappeared   
    Good afternoon.
     
    Okay, so I've been playing the game for a few days and, much to my chagrin, I got bitten by  a zombie. I deployed CTRL-ALT-DELETE and reloaded from the last auto-save. Fortunately, that was right be for I got nailed by a classic Bathroom Zombie, so I lost no progress.
     
    I looted that jackpot of a house and went down to my vehicle.
     
    It was gone.
     
    Now, I'm stuck too far away to get home AND I lost my preexisting loot in the car.
     
    The game saved correctly in the auto-save, and I've loaded the save files, which are all in order. -but my car is gone. The cars near the jackpot house? Oh no, they're there. Only MY car is gone. -and my car key isn't gone, either!
     
    What am I to do?
     
    Thank you for any assistance.
    -TURTLESHROOM
     
    P.S.:  My version is V41.2 .
     
     
  17. Like
    Tails reacted to TheWraithPlayer in Motorcycles   
    With the addition of cars, I'd be excited to see motorbikes, or even just plain bicycles. Here are my ideas on the subject:
     
    Bicycle- a human powered vehicle that simply requires human endurance and occasional maintenance, though most of the time even slightly rusty bikes with serve you well, as long as the teeth on the chain don't bust. Has increased mobility over cars but decreased speed. Motorcycle- combines the speed and noise of a car and the mobility of a bicycle. The only negatives with these are noise and the amount of practice it takes to be any good with one. (which brings me to my next point) Riding skill- someone who has ridden a motorbike will tell you, it is a skill. Someone who has never rode before won't be able to just hop on a bike and run away with any speed or grace. It takes practice. Lower skill should cause lower speed and maneuverability, possibly (though as it would aggravate players would be better served as a sandbox setting) stalling out your newly acquired 'iron horse' Riding gear- these are the ideas I have on clothing added along with bikes Motorcycle helmet- offers head protection and negates head bites and scratches, but would make everything a little bit darker, making it difficult to use at night unless you had a light of some kind (headlights, flashlight, outdoor porch light, street lamp, etc.) Bicycle helmet- as above, except less protection and no drawbacks Leather jacket, legs, and boots- all offer protection against bites and scratches, as well as some armor Saddle bags- not always in bag form (the ones I've seen are thin metal crates strapped onto the bag and side) the offer storage, usually for tools or other equipment  
    This is what I've got. If you have any other ideas or concerns, please comment below. And as always, thanks for reading.
  18. Like
    Tails got a reaction from undeadryker in Small but Important Suggestions Thread   
    773 - More kinds of crops to grow like Lettuce, Leeks, Watermelon, eggplant, onions, peas, Zucchini, corn and bell peppers. 
    774- Water melon chunks used in a fruit salad recipe.
    775- Potatoes spawning in fridges and produce bins loot tables around the map instead of just farming. 
    776- Avocado is a fruit not a vegetable.
    777- Transmissions and radiators as a type of car part.
    778- uninstalling and installing cars heater . 
    779- Toilet water should be tainted to where you will need to boil it. 
    180- Traffic pileups should have wrecked cars models, more workable cars to loot, siphon gas as well as car parts to salvage instead of mostly bunted out cars.
  19. Like
    Tails reacted to nasKo in Zedlights   
    Animations are not coming any later. It would just be silly to hold back work done elsewhere or not to work on anything else at all, just so the "next thing" is Animations. 
    The bug and balance fixing mentioned isn't something that's being done instead of working on Animations. It's done by other parts of the team, while the other part of the team continues to work on Animations.
    "Put up or shut up" would mean "Animations or nothing" in this case, which would be the opposite of a good approach. Putting animations in before they're ready for testing is just not an option, so I feel the potential for argument ends right there. 
    No doubt it's been a long time, but it's going to take as long as needed. 
  20. Like
    Tails reacted to MrCouper in Plaster + Doorframes   
    Ah yeah, I can't plaster doorframes? My carpentry level is 7, however if I need it higher then the GUI is a lie.
    I have everything I need to plaster, I know I can't make level 3 walls and yet plaster walls. but yeah the GUI says frames can be plastered so uh yeah is this a cake or ... ? lmao

  21. Like
    Tails reacted to EnigmaGrey in Zedlights   
    We released the Build 39 vehicles patch this time last week – release notes for which can be found here.
     This seems to have remedied the most pressing issues with Build 39 and 
    (given that we also don’t want to add any major changes to the pot 
    without enough testing) further tweaks and improvements will go into 
    Build 40.

    All of Build 40’s bigger features are already complete, if untested, 
    so we’re hoping to get it into IWBUMS public beta testing within the 
    next few weeks and for it to be a fairly quickfire version. As such a 
    lot of work in the coming week involves bringing work done while we were
     polishing the release candidate for Build 39 into the main 40 build – 
    stirring each ingredient in one after the other.

    First off Yuri from General Arcade has done a lot of work on MP 
    networking, vehicle clipping, floating cars, headlights, vehicle shadows
     and zombie reaction speeds – and then Stas’ new chatbox will also 
    finally get its time in the sun. Finally Turbo’s work on the new climate
     system, improved rain/snow/fog and general ‘greater sense of season’ 
    work will also be added to the mix.

    As we’ve discussed in previous dev blogs, Turbo’s final hurdle was 
    finding ways to make the new precipitation and fog visible through 
    windows – initially in pre-made buildings, and then with the trickier 
    proposition of player-made structures. Telling the game not to conjure 
    up internal fog in a constructed base was a big issue.

    As such, this week he has been finishing a system that can accurately
     detect player-made rooms and regions on each height layer – now the PZ 
    engine can properly detect if an area is enclosed by walls, windows, 
    door frames and fences. The system also checks whether said area is 
    roofed, and then mask a feature like fog from that and all connected 
    rooms. It practice it looks a little bit like this…
     

    Having this functionality in the game will also make it far, far 
    easier to prevent the occasional ‘zombie in my base!’ bugs that have 
    been known to creep back into the game – and also be very handy for 
    other independent zoning systems for farming improvements etc.

    While the above features are being added to Build 40 other team 
    members are blitzing through our internal task system – verifying 
    reported bugs, fixing up legacy issues and generally sorting out 
    long-term kinks in the game that have sat in the system unaddressed for 
    too long. The advent of the new animations system, and the dev 
    changeover to it, will bring a lot of new work and issues so the more of
     these 300-ish minor tasks we can strike from the record the cleaner our
     plate will be.

    This sort of stuff deals with missing loot spawns, errant nutrition 
    values, trait issues, places you can’t sleep but should be able to and 
    other general irritations. In addition, meanwhile, we’re adding stuff to
     improve vehicles – like the ability to use metalwork skills to 
    dismantle car wrecks and retrieve construction materials, and making it 
    very unwise to drive your car while drunk.

    Once we’ve cleared out these tasks we can also add in some more community suggestions,
     start to polish some of our more elderly game systems and also do some 
    planned work on our current loot system to give us more power on what 
    spawns where and by how much – which is also a requirement to get the 
    best out of the new animation/models system as we’ll certain zombies 
    spawning in certain locations, with certain loot around then.

    The work on the animations system, and the AnimZed tool itself, 
    continues with our friends at T.E.A. It’s relatively dry dev work this 
    week, but all necessary stuff. Zac has been going through AnimZed 
    changes following the feedback of our animator Martin last week, and 
    will continue to supply new versions for him to check out. Grant has 
    been working on the Game state hook-up, and compiling guidelines for 
    coders and modders to follow with T.E.A.’s data-driven approach to 
    animation integration. Mark has been investigating load/rendering issues
     with backpacks, and Gar is adding new masks/test textures for 
    texture-based pants/tops which are coming in the editor.

    Thanks so much for all your continuing feedback and bug reports on 
    Build 39 everyone. It’s been great having so many new and returning 
    players, and hopefully we’ve got some good stuff in the pipeline for all
     concerned parties.

    This week’s night cruise from Cocoa. 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. Spiffo
    Tails got a reaction from Faalagorn in Small but Important Suggestions Thread   
    773 - More kinds of crops to grow like Lettuce, Leeks, Watermelon, eggplant, onions, peas, Zucchini, corn and bell peppers. 
    774- Water melon chunks used in a fruit salad recipe.
    775- Potatoes spawning in fridges and produce bins loot tables around the map instead of just farming. 
    776- Avocado is a fruit not a vegetable.
    777- Transmissions and radiators as a type of car part.
    778- uninstalling and installing cars heater . 
    779- Toilet water should be tainted to where you will need to boil it. 
    180- Traffic pileups should have wrecked cars models, more workable cars to loot, siphon gas as well as car parts to salvage instead of mostly bunted out cars.
  23. Like
    Tails reacted to Talon2100 in Vehicle trunk repair can decrease when leveling Metalworking and Mechanic   
    Build 39.67.5
    noticed on Multiplayer (Steam dedicated server, 2 players, no Mods)
    reproduced on singleplayer.
     
    I don't know if it is just a visual bug, or actually affecting repair %, but leveling Metalworking and Mechanics can decreases the displayed "Potentially Repairs %"  on the vehicle UI.
     
    I noticed this with my MP character when my repair % dropped from 61% to 47% going from Metalworker 3 to 4 (Mechanic lv10).  The same seems to happen from Mechanic 2 to 3 as well.
     
    Leveling both to 10 grants 55% repair which is still less than the 61% from lower levels.
     
    Single Player reproduction below:
     
    3 MW, 2 Mechanic - 61%

     
    3MW, 3 Mechanic - 52%

     
    3 MW, 10 Mechanic - 61% again

     
    4 MW, 10 Mechanic - 47%

     
    10 MW, 10 Mechanic - 55%

  24. Like
    Tails reacted to Pat_Bren in Tree chopping OP   
    I think chopping trees down with an axe is way too easy. It should take far longer, as should sawing, with a progress bar so you can continue on from where you left off if you need to interrupt it. This would make dismantling objects like doors/wardrobes for planks/wood be far more necessary (and how many times do people in a zombie movie chop down trees? They're always breaking up furniture tho.)
    And when chainsaws are in, it'll be a nice balancing act between noise/fuel and the extra time it would take to just use an axe.
    Also, making chopping/sawing harder would essentially make them be two separate jobs (as in, one player helping another out by sawing what they chop) for players in multiplayer/eventual NPCs, helping with roleplaying etc.
  25. Like
    Tails reacted to EnigmaGrey in RELEASED: 39.67.5   
    First patch for the vehicles build!
     
    [NEW]
    Changed default UI Render FPS to 20.
    Added Linux version of libPZBullet64 without OpenGL for headless servers.
    Added proper physics to open double doors.
    Added "Pan camera while aiming" display option.
    Cell grid now drawn in the lua debugger map.
    Pressing 'T' in the lua debugger map now teleports player 0 to that location.
    Added the ability to smash the car window that a player is facing using right click in the car's context menu.
    Added "remove vehicle" using the right click context menu if you are in debug or an admin.
    Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
    Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
    Added PZBullet and trove.jar to various Steam build scripts.
    Added 32bit PZBullet for Linux
    Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
    Dirty Rags may be used as tinder or fuel in campfires.
    Vehicle key is returned to the keyring it came from when removing it from the ignition.
    Added better support for large fonts - for example with the Big Freakin' Fonts mod.
    Replaced the placeholder car battery charger.
    Size and position of the crafting and vehicle-mechanics UIs now saved.
    The vehicle mechanics window can be resized vertically.
    The crafting UI is resizable and supports large fonts better.
    Added correct Mechanics skill icon

    [BALANCE]                                       
    Increased the spawn rate of mechanic tools in car trunks.        
    Lowered the panic increase caused by zombies when player is in a vehicle.
    Increased the knockback done to car when ramming zombies.
    Decreased the consumption of fuel by generator.
    Lowered the impact of timeSinceApo sandbox & world hour age on spawning car battery.
    Increased a tad the number of cars spawning on Low sandbox setting.
    Increased the spawn rate of remote control.
    Increased the odds to find an animal with trapping.

    [BUG FIX]
    Fixed VOIP not working.
    Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
    Fixed client doing collision checks for zombies that should only be done on a server.
    Fixed zombie positions not updating on the client correctly.
    Fixed zombie animations not updating on the client when near a vehicle.
    Fixed trove.jar not being on Mac StartServer scripts.
    Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
    Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
    Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
    Fixed linux issues by rebuilding Linux libZNetJNI64.so
    Fixed "Auth failed response" message on server when a client disconnects.
    Fixed issues around server sending map_zone.bin to clients.
    Fixed pzbullet/CMakeLists.txt
    Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
    Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
    Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
    Fixed longstanding visual glitch when climbing over something onto a staircase below.
    Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
    Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
    Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
    Fixed line spacing in the in-game changelog.
    Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
    Fixed missing RCON .class files.
    Fixed clothes becoming dirty even if the sandbox option was disabled.
    Fixed some debug messages players don't need.
    Fixed checking doors to enter a vehicle checking hood/bonnet.
    Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
    Fixed car batteries being created at 50% charge on most spawns.
    Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
    Fixed VehicleInterpolationData objects not being reused.
    Fixed in-game changelog not displaying changes to previous versions of the game.
    Fixed issues with vertical force to vehicles after collisions with objects/zombies.
    Fixed vehicle headlights being slow to turn on and off.
    Fixed vehicle positions not updating for passengers after a collision.
    Fixed Multi-core rendering not working on Linux.
    Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
    Fixed seeing key icon above another player's head when near a vehicle.
    Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
    Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
    Fixed small car's plate number being stretched.
    Fixed flat building roofs being hidden when the player was obscured by player-built floors.
    Fixed roof on lot_house_small_36.tbx.
    Fixed a missing wall in a house near 13814,4682.
    Fixed trunk capacity not always updating when it should on the client.
    Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
    Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
    Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
    Fixed client not updating vehicle stats when part condition changes.
    Fixed Linux server failure with libPZBulletNoOpenGL*.so
    Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
    Fixed translation for "You failed to produce any usable materials" not being used.
    Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
    Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
    Fixed crafting UI appearing in the main menu if the assigned key is pressed.
    Fixed VehicleManager error when more than 64 players are connected.
    Fixed error compiling ProjectZomboid.exe with UNICODE defined.
    Fixed both halves of a grave not being destroyed when using a sledgehammer.
    Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
    Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
    Fixed not being able to hop over fences using the controller B button above ground level.
    Fixed not being able to climb down sheetropes when tapping the 'E' key.
    Fixed remote players juddering up and down while climbing sheetropes.
    Fixed display not updating when climbing sheetropes.
    Fixed player not facing fence/window when adding/removing sheetropes.
    Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
    Fixed double-tile carpentry objects (like Bed) not consuming materials.
    Fixed scrollbars not working in the options ui when a controller was active.
    Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
    Fixed aspects of many UIs to handle different font sizes.
    Fixed font-rendering bug.
    Fixed UI not updating when an error occurs setting vsync.
    Fixed the crafting UI constantly setting the help text for the info-button window.
    Fixed ISModalRichText updating when not visible and not being centered on screen.
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