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Tails

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  1. 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.
  2. Like
    Tails reacted to Rathlord in FLASH Megatest IV: Vehicular Testslaughter [Key Giveaway!]   
    Hey guys- we've got another multiplayer madness megatest for anyone who'd like to participate! The Spiffospace server is running the cutting edge IWBUMS build we released today with many improvements across the board for vehicles and general playability.
     
    All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade.
     
     
    The event is NOW OVER but still feel free to play around on the server and see if you can find any bugs and/or just have fun!
     
    No free codes will be handed out beyond the end of the event. Keep an eye out for the next test for more chances to win free codes!
     
    SERVER DETAILS:
     
    *Join the IWBUMS testing branch of the game. If you don't know how, follow the instructions here.
    *Join the official Spiffospace server through the game's server listing.
     
    IMPORTANT INFO WE NEED:
     
    Please report any buginess, crashes, etc that you find here in this thread. This test is to check on multiplayer stability and general playability of the build. Any feedback you guys can leave for us here would be much appreciated!
  3. Like
    Tails reacted to TheWraithPlayer in Major Buildings Request Thread   
    Rural homes. There are a lot of houses in the rural areas IRL, they are just spread out over distance, and some are dificult to find as they either have long driveways to a house at the center of the property or they are deep in amongst the dirt and backroads. In fact, many homes can be 30 minutes to an hour away from the nearest towns in some cases (usually no more than 30-45 though)
  4. Like
    Tails reacted to TheWraithPlayer in Sewing   
    With the new clothes get dirty system, i would like to see them also get torn up in fights. If you get bit on the torso, a hole should be in your vest. If you climb through a window rife with broken glass, you sweaters sleeves should be torn.
     
    With this I suggest sewing. you already have thread and needles, two of the most important things required. Here are a few ideas:
    Sewing Ideas Chart
    Stitching clothes- you tear your favorite shirt on broken glass. You want to fix it, so you sew it back together with a needle and thread. Stitching yourself- in a desperate situation where you have a deep wound and no suture kit, this would come in handy, but would be lower quality. Patches- you make the mistake of climbing through yet another window with broken glass. This time a large chunk of fabric is just gone. In that case, you could use some fabric, and then you stitch it onto the shirt. Problem solved! Tools of the trade: Sewing needles- in a pinch, you could use these as suture needles. Thread- vital for all sewing endeavors Sewing machine- with electricity, you could use this to make sewing a lot faster, and rare manual versions could be found. Thimble- lower your risk of accidental, but minor, injuries. Sewing kit- kind of like a first aid kit, but for sewing supplies (a common thing among people who do a lot of sewing) Fabric- you could find rolls of it in colors just like you find paint cans of different color. Skill- sewing is a skill just like any other. Knitting- a variant, essentially more of a stress reliever than a practical art. Knitting needles Yarn  
    That is all I have for now. If you have any ideas let me know and I'll update the chart above if it sounds good. As always, thanks for reading.
  5. Like
    Tails reacted to myhappines in Driver proffesion and skill.   
    Hi all. I thought that driver proffesion could be a good adittion to the game and make it little harder.  First, about driving skill. While driving a vehicle you gathering experience,  the more experience you have,  of it depends driving style, for example faster braking, acceleration, faster engine start, and of cource driving on different surfaces, including off-road, asphalt, and snow and ice, if the last one is planned. Also turnig, if driving skill is low it requies more space and taking more time, and if you have advanced driving skill, it should be faster.  This can also have an impact on gear switching, and engine stalls. Shortly to say, just like in real life,  more you drive you feel more confident on the road. And the last one,  unexperinenced drivers can feal panic when driving at high speed  in contrast to the more experienced persons. 
     
  6. Like
    Tails reacted to EUDOXIO in Small but Important Suggestions Thread   
    749
    The ability to build wooden fence doors for carpentry and double doors on both building professions
     

  7. Like
    Tails reacted to ditoseadio in Small but Important Suggestions Thread   
    752
     
    Random keys in zombies
    Zombies only drop keys if we kill them inside a house, and the key is from that house always.
    It'd be great if it was more random.
     
    753
     
    Less obvious zombification
    When we have a scratch, if we heal up and wait a few hours, we can know if we are infected or not, simply by checking if we get the "OK" message on the health panel.
    This should be like with hypochondriac trait, getting sick randomly and not receiving the "OK" message until the wound heals completely.
     
    754
     
    Ability to repair walls
    I guess a highly requested suggestion...
  8. Like
    Tails reacted to Ornament in Small but Important Suggestions Thread   
    755
    Throwing stones to distract zombies.
    756
    Make a slingshot out of sticks, glue/tape and rubberband.
    757
    Some possibility to charge a car battery. (With right tools and a generator or when there is still power.)
  9. Like
    Tails reacted to thiosk in Small but Important Suggestions Thread   
    This may pop up with "more clothes" after the animation update, but
     
    758 
    Items can be equipped on the person - "key ring, watch, etc." thereby not cluttering up the inventory screen
  10. Like
    Tails reacted to Hannesschmoschmannes in Small but Important Suggestions Thread   
    Not sure if these were already mentioned, but here we go:
     
    759
    Make larger zoomlevels available. I want to zoom out a lot so I can actually check if a street ahead will be clear or not. Viewing distance of the ingame character is bigger than the area the player can see when zoomed out to the highest level.
     
    760
    Show a zombie counter in the HUD/GUI. Because I want to see it and not always have to click through the menues.
     
    761
    Add a game mode for singleplayer in which zombiespawn will be turned off so a player could actually clear out the whole map. There should be a bar that allows you to enter a number for how many zeds should be on the map from the start, like something between 1 zed and 10 million zeds. These should spawn only when the player gets to a new location so it wouldn't take years to start a new game. Add an ingame counter how many zeds are still left on the map. 
  11. Like
    Tails reacted to Vaileasys in Small but Important Suggestions Thread   
    Expanding on this^ suggestion plus my own

    762
    More throwable items to distract zombies
    stones (755) empty tin/pop can sparklers/box of sparklers sports equipment, give all the useless balls and such a use Bell +ability to ring it to draw zombies towards you 763
    Use coldpack to reduce pain moodle.
     
    764
    Use toys to reduce unhappiness, stress, boredom

    765
    Use crayons to write in notebooks, journals, paper and maps
    +red and blue pens
     
    766
    Clean blood with a sponge, like the mop

    767
    Add socks, red wine and chardonnay to molotov cocktail recipe. Pretty sure socks used to be a thing...

    768
    Empty wine and chardonnay bottles refillable with water.

    769
    Disarmable security/home alarm, requiring a certain electrical skill, and give player the home alarm item after disarming.
  12. Like
    Tails reacted to EUDOXIO in Small but Important Suggestions Thread   
    770
    Its time to give some love to the Barrels. To store liquids like water or fuel. With a bit of metalwork skill you can use them as barrel bonfires. And also make scraps for Metalwork from them.
     

  13. Like
    Tails reacted to Virindi_Screenwriter in Major Buildings Request Thread   
    I'll add amusement parks (I'm talking portable carnival size)--with rides you can scrounge parts from, and concession stands with food.

    EDIT: This is what I mean.



    This plus hotdog vendor type mobile concession stands too
  14. Like
    Tails reacted to Octopus in Major Buildings Request Thread   
    Public Libraries seem to be missing from most towns in the game.
  15. Like
    Tails reacted to Vaileasys in Major Buildings Request Thread   
    I really like science labs, whether or not they were working on a cure. I really like the idea of an abandoned lab in a zombie apocalypse.
    Asylums - mental Winery - with all that farmland you'd think there'd be a winery somewhere Power plant - Mill Creek Station is a coal power plant next to where Valley Station is in the real world. Could be an abundance of coal/charcoal Refinery - storing an abundance of gasoline Railway Stations - although I think they might already be planned
  16. 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
  17. Like
    Tails got a reaction from myhappines 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
  18. 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.
     
     
  19. Like
    Tails reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.67.2

    [NEW]
    Show Dig Graves in context menu when clicking on appropriate ground tiles only. 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.
    [BALANCE]
    Lowered default UI Render FPS to 20.                                        Increased the time it takes to recharge a battery.
    [BUG FIX]
    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 taking damage after a collision in multiplayer sometimes. Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (reverse of what was intented) Fixed being able to use car battery charger outside while there is electricity (you need to be a in a building now).
  20. Like
    Tails reacted to EUDOXIO in RELEASED: IWBUMS Build 39.67.3   
    Only wooden floor? What about player-made metal floors? They work as roads already?
  21. Like
    Tails reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.67.1

    [NEW]
    Changed default UI Render FPS to 30. Added Linux version of libPZBullet64 without OpenGL for headless servers. 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
    [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.
    [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.
  22. Like
    Tails reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    Some cars are meant to be rare, in the 90's not a lot of people had mercedes or bmw I'll look to add bit more zones for them, but it will never be as common as a small or normal car.
     
    For the auto shop, can u point me which one you've tried exactlY? (a pzmap link would be awesome :D) loot table may be off sometimes :/
  23. Like
    Tails got a reaction from Vaileasys 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
  24. Like
    Tails reacted to GoodOldLeon in Major Buildings Request Thread   
    Other than the obvious (the obvious being the ones you already named plus the military) Car dealerships and junkyards would be nice. 
  25. Like
    Tails reacted to Lightning Flash in Major Buildings Request Thread   
    Even though this isn't an official thread, I feel like we should have a place for people to suggest buildings that need to be added. So why not in one place for the devs to find them easily?
     
    This thread is for any major buildings (hospitals, police stations, fire departments, clinics, etc) that haven't been added to various locations around the map as of yet. Muldraugh, Riverside, West Point, and March Ridge all lack a fire department, and all locations in the map lack a hospital. There is one known Clinic, Cortman Medical, and pharmacies scattered across all available towns, but there aren't more clinics, and hospitals don't exist.
     
    There are elementary schools and one high school, IIRC, but the region is severely lacking in more of them, including colleges, universities, and so on.
     
    If you guys have any other suggestions for major buildings and locations, SUGGEST THEM HERE.
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