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DedpaUrvor

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  1. Like
    DedpaUrvor reacted to bpdlr in Smoking withdrawal needs work   
    I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic.
     
    First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it!
     
    Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy".  Sadness should be added as another symptom, but again only mildly.  Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks.
     
    As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit.  Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse.
     
    In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  2. Like
    DedpaUrvor 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.
  3. Like
    DedpaUrvor reacted to Frission in Server Feature Request: Claim Non-Residential Safehouses   
    As it says on the tin, I would love a server-side setting to enable (disabled by default) players to claim non-residential buildings as a safehouse. This includes but is not limited to the industrial warehouses, shops, police stations, self-storage, offices and the cinemas. Basically anything that currently gives us a hard no when we try to claim it, excluding player spawn locations (those are disabled for good reason). Yes, it can change the dynamic of the server population depending on who's playing, what they claim outside of houses and what they do with it, but ultimately that should be our choice to let it happen or not—and it definitely would be a thing that would happen in a real zombie survival situation. :3
  4. Like
    DedpaUrvor reacted to MadDan in Hiding in cars.   
    Not sure if this is intended but I personally don't feel it should work this way.
     
    Number One: Zombies recognize you're in a car regardless if you've chased them off. If they're near a car you're in, they won't pass it by.
     
    Number Two: They know when you switch seats and exactly the seat you're in. For example, switching from the driver seat to back left passenger seat, they all move to that location. In big hordes, this doesn't matter, but in small groups, it ruins the immersion of "dumb zombies".
     
    Number Three: These cause an issue of not being able to sleep in any car that's near small groups, so you need to get a car that works, drive to a safe location, which is most likely a safehouse and might as well sleep there for a better quality of sleep. Thus making sleeping in cars practically useless if you get caught out at night.
     
    Suggestion: Add the possibility of "hiding" in the car in the context menu which decreases your chances of being seen. Also allow the possibility of small groups bypassing the car, especially when you're hiding, no radio is on, the car isn't started and basically no noise is coming from the car.
  5. Like
    DedpaUrvor reacted to Batsphinx in RELEASED: WEATHER TEST BUILD   
    This week we’ve been connecting the wires on the improvements and features that didn’t make it into the initial vehicles release, but have hit a few MP snags that have prevented us from putting them out into a new IWBUMS beta today.
     
    With that said, Turbo does need to get some feedback on the new weather/climate/storms/fog system, so we have decided to put out a time-limited new Steam beta of Turbo’s recent work for people on the forum to try out. This is not an ‘official’ beta, and won’t be around for long, but will be very helpful for us to hear reports on. The details are below:
     
    Steam beta password: weathertestbranch
    Steam beta name: weather
     
    Please note that MP functionality is not currently in-game, the debug windows described below are currently a system hog and you should not consider your savegame sacrosanct.
     
    This is a one-off beta that we’ll turn off once Weather is part of the usual IWBUMS testing process. Please put any/all feedback on bugs and your experiences playing with the build in this thread.
     
    You can play PZ as you would normally, experiencing the weather as it occurs on a daily and monthly basis, but for this build (and this build only) we have also included Turbo’s debug panels – details of which can be found below.
     
    So what feedback will be helpful for Turbo to hear back on?
     
    The overall experience of it, and any general bugs The feeling of starting the game in different seasons, and surviving through each. Autumn will generally have higher chances of extreme weather, while late summer moving into autumn will also see a good chance of the generation of large/tropical storms. Winter clearly will see more snow. Player opinions on the new shaders that give a better feeling of the time of day, and the time of year. Any issues with rain/snow/fog appearing strangely when you are inside a building. Any issues with rain/snow/fog around player-made buildings. A player-constructed building with walls/doorframe/windowframe/fences should fully mask fog – and if it doesn’t then please provide a screenshot of your base.  
    Please note that this is a 'realistic' climate system. Not every summer will be a scorcher, and not every winter will see snowfields.
     
    As mentioned, this is a debug build - so it also comes with a suite of (unoptimized) UI windows and functions for you to play around with.
     
    FX PANEL

    This is opened with SHIFT+BACKSPACE. Here you can play around with various values such as fog intensity, precipitation levels and precipitation type. Please note that to play around with these you will need to disable the ‘Climate’ manager or the simulated daily climate will overrule your changes.
     
    Please also note that fog enable through this method is for testing fog masking around buildings, and won’t look as good/varied as the fog generated by the virtual climate system – as it won’t take into account colour or desaturation.
     
    CLIMATE VIEW PANELS

    These both open with SHIFT+PLUS, and provide a stockmarket-type graph of the current/recent weather over hours (H1), days (D1) and months (M1)
     
    To see what values are running under the bonnet use the legend/panel on the right, and values turned on will be green. The panel below, meanwhile, displays additional info about seasons, cloud cover, etc.
     
    These panels are overall for the provision of information, but that said when you toggle "airMass" on, when it crosses the 0 middle line you will see weather generated when airmass switches from hot/cold.
     
    THUNDER PANEL

    This is opened with SHIFT+MINUS, but is only useful if there is a storm active. A geographical indication of where the storm is over the PZ map can be seen, as well as lightning locations.
     
    ISOREGION DEBUG SCREEN

    This is opened with SHIFT+0, and is being used by Turbo to detect when player-made buildings are fully closed off from the PZ map – and as such will allow fog/precipitation to surround structures, but not appear within them. PLEASE NOTE: this is a real performance hog, so may well slow down the game when turned on.
     
     
  6. Like
    DedpaUrvor 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.
  7. Like
    DedpaUrvor reacted to Batsphinx in RELEASED: Build 39 - The Vehicles Build   
    Post your bugs here!
     
    PLEASE NOTE: Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for Build 38.30 has been provided.
     
    PLEASE ALSO NOTE: Due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process. Please report any issues here, and thank you for patience.
     


    Nine different vehicle models are available – not including variants on these such as branded vans, or emergency vehicles. So the PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans. They can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.

    Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
     
    Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
     

    To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs. 
     


    The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map has been updated with this.
     

     
    A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc.
     
    OTHER NEW STUFF
     
    New Sandbox options: CarDamageOnImpact, CarGeneralCondition, Enable Car Wreck Congestion etc. Player craftable double doors and gates (wooden and metal) added to allow for vehicle storage in player-constructed bases. Added darkening to levels below player's z height to help sense of depth between levels. Added an AllowExteriorGenerator Sandbox option. This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off.  Changed Xmx values to 1200 from 768 for 32/64 clients (should avoid too many pauses due to the garbage collector). Switched to a Cellular Automaton (from a Mersenne) algorithm for RNG: this could be tough for players to see an impact, but changes in value should be less erratic). Also changed the seed generation. Now doing 2 seeds, one for Lua, one for Java. Changed loot respawning to work at regular intervals. Starting at 7AM on the first day, loot respawns according to the LootRespawn sandbox option (in singleplayer) or the HoursForLootRespawn server option. So if loot is set to respawn every 24 hours, it will respawn at 7AM every day. There is a new sandbox option SeenHoursPreventLootRespawn. When > 0, loot will not respawn at the next loot-respawn time in zones that have been seen within that many hours. Display progress when converting an old save to a new world version. Added font-size option for inventory (and carpentry) tooltips. Added line in literature tooltip to reflect when recipes are already unlocked by Profession and/or Traits. Added debug scenarios to help in testing for devs and modders (Create a new character quickly from Main Menu, setup params, sandbox options etc. Check lua/client/DebugUIS/Scenario/DebugScenario, can only be used in Debug). Added a -Dnosave argument in the command line for devs and modders. Use it to stop world saves when testing involves the creation of lots of new characters Added debug option to display circle around character's feet. Added UI for admins to inspect number of network packets sent/received. Added tooltip showing Username on the Scoreboard and Mini-Scoreboard. Added tooltip to Claim Safehouse context menu option when player hasn't survived long enough to be allowed to join. Increase java heap max size on the Mac to match Windows/Linux (1200 MB). Added "Quit to Desktop" button for when errors occur while loading a game. Added "/safehouse release" command so clients can release a safehouse they own. Added Moveables.txt translation file (for moveable-object names). Added MultiStageBuild.txt translation file (for creating/upgrading walls). UI now displays multi-stage build options even if a required recipe is unknown. Added "ReloadWeapon" keybind ('R' by default). Added support for duplicate keybindings and made changes to vehicle keybindings. ESC key / B-button now cancels timed actions. PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues. Added CompostTime sandbox option. DayLength sandbox option now allows all hours up to 24. Added new town zones and foraging zones, especially around Riverside. Added mailboxes to Riverside, alongside other general decoration map-wide. Added "ItemNumbersLimitPerContainer" server option. It should be used to limit the numbers of items possible into one container. In-game UI renders to a separate texture FBO at a lower framerate for optimisation purposes. (This can be disable in Options should it be desired.) Doors can now be locked from inside without a key - including commercial buildings. Added "Fill Grave" command to fill a grave to its capacity of five corpses. Added better zoom in / zoom out radial-menu icons. Added ErosionDays sandbox setting. (-1 means no erosion. 0 means use the existing ErosionSpeed option.  Any other value is the number of days until 100% growth. The maximum value is 36,500 days - 100 years). Digital-watch alarms now beep for 30 in-game minutes before shutting off. Added a warning to the Generator Info window and context-menu tooltips about toxicity. Added missing options to the server-settings editor. Player must face doors when locking/opening/unlocking. Increased max java heap size to 2GB on 64-bit clients. Increased map-download timeout from 30 to 60 seconds while connecting. Client now downloads 20 chunks at a time while connecting to avoid timeouts. Required skill level in the furniture-moving tooltip now shown. Added individual translations for most Sandbox option values. Added DebugOptions.TranslationPrefix to show an * before translated strings. Inventory/loot windows now show a resize indicator when the mouse is between column headers. Added context option for placing movables Updated credits Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair Made microwave/oven UI background a bit darker to improve visibility. Host screen now displays an error and prevents launching servers with unsupported WorldVersion. Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse. Updated server tool box invite player message. Added ability to place one oversized item (item bigger than floor capacity) on the floor. The multiplayer Tickets UI now handles long and multi-line tickets. Updated newtiledefinitions.tiles with new FloorHeightXXX tile properties Allow WallOverlay sprites to be used without an underlying wall sprite. (Mash uses these in a number of places but they've never appeared in-game.) Game now allows only one faction invite dialog at a time from another user. Rooms named emptyoutside (used by roof-hiding) are no longer treated as interior rooms. Emptyoutside rooms were placed in BuildingEd on roof-like bits that stick out from buildings as well as covered areas (at gas stations for example).  

     
     
    BALANCE
     
    Reduced zombie corpse weight to 20. Increased locations where antibiotics can be found. Increased chance of finding plush Spiffo. Increased chance/locations where ammunition, shovels, cigarettes, lighters, antibiotics, Canning items, Barbed Wire, Milk and Empty Sandbags spawn. Updated close, pin and unpin UI icons. Nerfed the speed at which clothes become dirty. Increased radio transmission range for walkie-talkies etc. (Since radios were added the map has grown, and the transmission ranges had not been adjusted to fit it.) Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced. Radio/TV XP increased, and fixed discrepancy in bonus for halo display. Equipped umbrellas now prevent player from getting wet when out in the rain. Player can remove glass by hand (takes double the amount of time to accomplish than tweezers).  

     
     
    MODDING
     
    Can now get HandWeapon.RunAnim with getRunAnim(). IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage(). Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks().  

     
     
    FIXES
     
    Fixed not being able to click on carpentry crates south and east of the player. Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along ] Fixed rendering of railings caused by incorrect tile property. Fixed shoved zombies being drawn behind walls. Fixed walls obscuring the player when on a staircase. Fixed amount of rotten spice used. Fixed not being able to rotate furniture. Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window. Fixed obsolete farming.Milk item being in two recipes. Fixed traps not catching animals. Fixed zombies not seeing a player that respawned after death in-game. Fixed player respawning in safehouse when SafehouseAllowRespawn=false. Fixed crafting sometimes taking tool from a bag when one is in main inventory. Fixed player facing the wrong way when turning a stove on/off. Fixed Loot Window displaying the "Transfer All" button which does nothing. Fixed "ran out of unique zombie id numbers" by limiting real zombies to 32768. Fixed "ERROR sendItemsToContainer invalid object index" in console. Fixed radio/TV static sounds not respecting different framerates. Fixed Override:true not working for recipes with "." in the name. Fixed zombies being attracted to lightswitches at night when the lightswitch was loaded/synced. Fixed Obsolete:true in recipes not working with translated recipe names. Fixed burnt/survivor/stash houses not always spawning. Fixed position of game-speed controls in splitscreen. Fixed post-death UI not being removed in splitscreen. Fixed multiple generators interfering with each other. Fixed keys not working on exterior doors with roofs over them. Fixed trees being on blends_natural floor tiles and being invisible.  Fixed ZombieLore and ZombieConfig sandbox settings resetting. Fixed thread contention between WorldStreamer and main thread.  Fixed plant info mysteriously saying "???". Now states "Unknown" instead. Fixed context menu for curtains showing when standing outside a building. Fixed server logs being spamming by Zzzzzz & radio static sounds. Fixed resetting server option to default value in admin UI. Fixed IsoSprite.canBeRemoved not being set. Fixed UIManager.useUIFBO getting set to true in MainScreenState Fixed WindowN/W sprite properties changing from String to IsoFlagType. Fixed Disassemble option showing for partially-destroyed multi-tile objects. Fixed pathfinding info not updating when objects are destroyed by fire. Fixed player sneak animation playing too rapidly at certain angles with the controller. Fixed flickering door highlight when a key-tooltip is displayed. Fixed zombies pushing the player they're attacking. Fixed boolean server options accepting any string. Fixed savefiles from newer versions of the game throwing errors - instead they just won't be loaded. Fixed reloadVehicles() debug command not reloading textures. Fixed pressing Escape key in chat cancelling actions. Fixed path-smoothing for zombies to improve performance of hordes. Fixed not being able to right-click on other players in multiplayer. Fixed walking-on-the-spot when zombies move through hedges. Fixed malformed SuburbsDistributions causing exceptions in ItemPickerJava Fixed some controller issues with map UI. Fixed inventory highlight color when using a controller with off-screen rendering. Fixed zombies playing multiple idle sounds in multiplayer. Fixed exception right-clicking a Mug of Water with Sugar in inventory. Fixed UI colors so that they're closer to what's seen when not drawing the UI into an offscreen image. Fixed building walls not being possible behind staircases. Fixed column order in server whitelist tables. Fixed "connection lost" message when client's Lua files don't match the server's. Fixed alarm clocks only waking players on levels 0,1,2 inside pre-existing buildings. Fixed IsoWindowFrame working for IsoThumpable. Fixed microwave/stove timers not counting down. Fixed hot/cold background colors of food being faded compared to earlier versions. Fixed recipe food ingredients appearing available when multiples are required. Fixed usernames showing for splitscreen players when "Show your username" is false. Fixed UI confusion by renaming "Generator" to "Generator Maintenance", "Herbalist" to "Herbal Remedies" Fixed crafting UI rendering parts of itself when collapsed. Fixed gunshots/screams/dog-bark events happening when MetaEvent sandbox options is set to 'Never' Fixed move-furniture tooltip texture position. Fixed some untranslated controller prompts. Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true Fixed digging graves not being allowed on level 7. Fixed container overlays not updating when rotten food is destroyed. Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen. Fixed TV broadcasts not always giving bonuses like radios do. Fixed grocerystorage garbage being stocked with fresh food. Fixed missing overlay sprite on corner shelf furniture_shelving_01_8 Fixed various map bugs by placing a floor tile on level 0 if there isn't already one Fixed zombie visibility not working right in splitscreen. Fixed position of skull icon in load-game UI. Fixed map-loading errors when there are unknown types of items on the ground. Fixed game freezing when hundreds of nearby zombies play footstep sounds. Fixed metal-barricade sound not playing in MP, or for IsoThumpables. Fixed chop-tree action stopping too soon when the player's endurance is low. Fixed food cooking for too long once it has been removed from heat. Fixed hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek. Fixed prone zombies being pushed by non-prone zombies on the client. Fixed solidtrans objects adjacent to window frames (without windows) blocking movement Fixed zombie sprite being set to null when creating corpses. This could cause errors when the same zombie was reused later. Fixed object modData not being sent to other clients (number of corpses in a grave wasn't synced) Fixed SoundBankEmitter occlusion when first starting a sound Fixed digital-watch alarm-sound restarting when transferring items. Fixed inconsistent use of IsoCell.ProcessItems and ProcessItemsRemove Fixed some useful methods from Food not also being in InventoryItem Fixed IsoWaveSignal.AddDeviceText() null pointer on the server. Fixed new MP players spawning with extra loot from lower difficulty levels. Fixed new Sandbox games using whatever difficulty was last selected. Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk. Fixed being able to lock/unlock doors that require a key by right-click while under a roof. Fixed sound not working in split-screen when player 1 has the Deaf trait. Fixed sounds of some actions not attracting zombies. Fixed Server not terminating early if WorldVersion is unsupported. Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made. Fixed right-clicking on things being glitchy in split-screen. Fixed server not preloading areas of the map while clients are connecting. Fixed world not redrawing when the window is resized. Fixed Deaf people hearing radio or TV. Fixed read option being available while sleeping. Fixed frozen food being usable in recipes from crafting menu. Fixed layout of the Reloading options Fixed NumChasingZombies being incremented for the wrong player in splitscreen. Fixed sleeping players panicking from seeing zombies. Fixed DrainableComboItem.updateWeight() possibly using an invalid item type. Fixed issues with stove and microwave power checks. Fixed "Press R to rotate" position in carpentry tooltips. Fixed stacking/unstacking logs giving carpentry XP. Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default) Fixed multi-tile objects not checking if sibling positions have power. Fixed bug in DeviceData concerning worldsounds. Fixed sound emitters being created for IsoSurvivor Fixed zombies not responding to some sounds. Fixed pathfinding garbage collection Fixed IsoWorld.emitterUpdate from being OnceEvery to counting milliseconds to avoid built up sounds. Fixed mod .tiles sprite property values being wrong (Issue 1376) Fixed collision/pathfinding/vision when loading chunks. Fixed Moveables.txt translations not being used in Disassemble menu or inventory window. Fixed player's "Survived For" time, which was increasing twice as fast as it should in MP. Fixed visibility/pathfinding glitch along chunk boundaries. Fixed roof-hiding code not updating when players build new floors. Fixed position of skull icon in load-game UI. Fixed map-loading errors when there are unknown types of items on the ground. Fixed nullPointer when uninstalling a vehicle part. Fixed a bug with -dnosave. Fixed game freezing when hundreds of nearby zombies play footstep sounds. Fixed metal-barricade sound not playing in MP, or for IsoThumpables. Fixed chop-tree action stopping too soon when the player's endurance is low. Fixed food cooking for too long once it has been removed from heat. Fixed Hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek. Fixed prone zombies being pushed by non-prone zombies on the client. Fixed solidtrans objects adjacent to window frames (without windows) blocking movement.  Fixed accounts with access level other than "none" counting towards MaxAccountsPerUser. Fixed wrong translation being used in quit-faction dialog. Fixed invisible players being pushed by zombies to make admin testing easier Fixed newly-built floors not always being rendered right away. Fixed television appearing to be powered when it was loaded after the power shuts off. Fixed map UI issues when using a controller. Fixed some dialogs accessed from the inventory window not being closeable using a controller. Fixed exception locking/unlocking player-made doors. Fixed double-object furniture giving full material for each object when disassembled. Fixed multiplayer user panel button saying 'Quit' when 'Close' is more appropriate Fixed server exception when rotten food becomes compost. Fixed a missing wall near 6126,6724,1. Fixed GC issues by wiping the large 'objects' tables (the list of zones) Fixed some roof-hiding glitches by updating some cells Fixed ping@ping being printed to console when hosting a game. Fixed lighting on 1/3 and 2/3 height flat roof tiles. Fixed bugged Recipe_Make_Metal_Sheet in Recipes_FR.txt Fixed only wooden player-made floors being hidden when they block sight of the player. Fixed IsoZombie.itemsToSpawnAtDeath not being cleared when reusing zombies. Fixed -debugtranslation prints missing recipe names from TeachedRecipes in items. Fixed translationProblems.txt was missing the name after MultiStageBuild_ lines. Fixed News_XX.txt file not being closed after reading, being read twice with English translation   
  8. Like
    DedpaUrvor reacted to martingee in Visible layer (interior, engine bay) under removable carparts   
    The "broken hood" issue is known about and we have a fix in the works although it will only show a blank grey texture like the other bits. 
     
    Ultimately we'd like to have working doors, hoods, trunks etc so we'll just be able to hide the separate mesh elements when you swap/fix them.
  9. Like
    DedpaUrvor reacted to Code in (Poll) Should there be new skills added to the core game?   
    My 2 cents, before adding more skills they should rework/finish the ones that are already in the game, trapping, fishing, farming, metalworking, etc, most of them feel a bit underwhelming after a while.
     
    Mods like "le gourmet evolution plus" by Snake kinda adds so much content in this skills without breaking the gameplay that i would love the game to have more of this instead of new skills even if new skills would be cool.
  10. Like
    DedpaUrvor reacted to Icy Motto in Bug Tracker being decommissioned   
    All I can say is-
     
    Oof.
  11. Like
    DedpaUrvor reacted to Elorh in Dying for a scratch & Health system suggestions   
    Well, this is sad, I lost my game just for a stupid scratch. I would like to share my story because it's not so reallistic and I think this kind of events should be changed. I don't understand why a character could die in a few hours for a scratch, bandaged and disinfected.
     
    The story:
    My character has been surviving during 3 months in a long-term game, and I was so proud about it. Surprisingly, a zombi made me a scratch. I didn't have a bandage at that moment, but I taked my car and drove home to heal my wound. When I was there I had "severe damage". Well, I don't undestand how a simple scratch can threat a person's life that way unless the zombie has the wolverine's claws. So, I disinfected my wound, I use a bandage and I started to eat until I reached the best boost for healing. Suddenly, I was in "Terminal damage",  and I don't understand why!
    I ate everything I could during several hours, but my character was just stable in this "terminal state" meanwhile I ketp eating without control... (this is not reallistic, really).  That wound was completely impossible to heal, and later he died... yes, he died for a scratch, after having eaten half the food in my fridge. ..... How is that possible?
     
    Developers, I love this game, you're doing an amazing work, but I have to ask you to check the health system again, because if you reach that state it's impossible to keep playing.  A scratch from a zombie should not kill you anyway. What kind of nails do they have? @_@ 
     
    I suggest some kind of changes about the health system. Minor injuries should annoy and prevent you to run, take objects, etc, like when you have a wound in your hands. I think thats great. But defenitely, not to kill you. It's nonsense! Even if you have a terrible scratch, bleeding during a while, it shouldn't kill you at all!. It could make you feel so weak, in pain, etc, but please guys, if human beings could die for a scratch in the reality, we shouldn't be here since several million of years.
     
    Unless you have a penetrating wound due some kind of accident or strong bite, any minor wound shoudn't threat your life!
    I propose to implement different types of wounds:

    A) Non-penetrating wounds: The result of blunt trauma or friction, scraping of the outer skin layer, like:
    Abrasions Scratches or lacerations from zombies, remember, their nails are not swords. Contusions (swollen bruises due to accumulation of blood and dead cells under skin) Concussions (damage to the underlying organs and tissue on head with no significant external wound)
    B) Penetrating wounds: The result from trauma that breaks through the full thickness of skin; reaching down to the underlying tissue and organs. (That kind of wounds could kill you)
    Stab wounds (trauma from really sharp objects, fall over an iron bar, etc). Severe and deep skin cuts (maybe a bite from a zombie) -> If you have many of them, you could die. Surgical wounds (intentional from other players or for a bad perform surgical procedures) Gunshot wounds on limbs.  
    C) Deadly injuries:
    Several contusions from a zombie horde (Could break your limbs) Falling deaths (more than 1 floor). Serious infections (Caused by not treating a wound for several days) Food poisoning. Many open wounds (due the loss of blood). Gunshot wounds in important organs or head.
      D) Other kind of injuries:
    Thermal wounds: Extreme temperatures, taking hot objects from a cooker or a fire, operating generators etc. Chemical wounds: These result from contact with or inhalation of chemical materials from cars or industrial buildings. Bites from animals: Should cause infections. Electrical wounds: Maybe for manipulating electronic devices.
    That's all. I hope it could help to improve the game, or at leats give you new ideas.

    @Connall I summon you!
    I posted part of this post as a suggestion in the suggestions thread.  Is it right? I'm not always sure where I should write a post hehe. 
  12. Spiffo
  13. Like
    DedpaUrvor reacted to halkaze in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  14. Like
    DedpaUrvor reacted to DramaSetter in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  15. Like
    DedpaUrvor reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.52
     
    [New]
    Tweaked how hitting car collisions with zombies work: There is now a far higher chance of turning them into a crawler. Ways in which speed impacts damage/response on zombies balanced. Damage to vehicles from zombie collisions improved - far more likely damage to hood/windshield. Added blood splats when hitting zombies at speed. Vehicles now bump slightly when driving over corpses. Required skill level in the furniture-moving tooltip now shown. Added individual translations for most Sandbox option values. Added DebugOptions.TranslationPrefix to show an * before translated strings. Inventory/loot windows now show a resize indicator when the mouse is between column headers. Added PZArrayList.toString() since the base implementation uses iterator() Added context option for placing movables Updated credits  
    [Balance]
    Tweaked player temperature calculations. When in a car the player's temperature will see change more quickly and react to the heating/AC better. Lowered the mass of wrecked cars. AllowExteriorGenerator is now true by default. Radio/TV XP increased, and fixed discrepancy in bonus for halo display. Increased vehicle loot spawn  
    [Bug Fix]
    Fixed DrainableComboItem.updateWeight() possibly using an invalid item type. Fixed issues with stove and microwave power checks. Fixed "Press R to rotate" position in carpentry tooltips. Fixed stacking/unstacking logs giving carpentry XP. Fixed double wooden doors using a wrong texture. Fixed open air garage and opened double gates having no vehicles collision. Fixed broken headlights meaning that taillights malfunction. Fixed elements of world streaming code to fix slight hang on loading new chunks in MP Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default) Fixed multi-tile objects not checking if sibling positions have power. Fixed bug in DeviceData concerning worldsounds. Fixed sound emitters being created for IsoSurvivor Fixed zombies not responding to some sounds. Fixed pathfinding garbage collection
  16. Like
    DedpaUrvor reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    I've seen many issues with the buildings in Riverside. From wrong placements of light switches to no light switches at all in rooms. And even wrongly placed walls etc.. I'll post screenshots of all the places where I've seen issues with the "Design" of the certain areas/structures. Some might be me just being picky but some are game breaking.
     
    I hope I am not the only who has noticed design errors in Riverside. I will post all the screenshots I take for the design errors I find in this comment or I'll make a new comment.
  17. Like
    DedpaUrvor reacted to Geras in Small but Important Suggestions Thread   
    730
     
    1. There should be a "Kentucky Road Directory" mega-map item with all the buildings, farms, sheds, roads, and dirt roads shown on it from all the named cities and countrysides that have no names.
    2. There should be a sound recorded for zombies jumping through windows and small fences. It's completely silent now.
  18. Like
    DedpaUrvor reacted to LeoIvanov in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  19. Like
    DedpaUrvor reacted to Damien Darkside in Fix the Aiming System or revert to old one.   
    Honestly the gun mechanics of this game are hot garbage, and I love this game.
     
    Wasn't there some video of a circle that would form when being aimed and it would shrink when your character held the gun up? It would shrink down to show where the bullet would go and moving or being panicked would increase the size while standing still would decrease the size. That was way better than what we have now.
     
    Plus why would I use guns in this game? The aiming is random and isn't intuitive, the noise attracts every zed in a country-wide radius and honestly there are absolutely no positives to having them. Game mechanics like this should have a positive/negative use instead of pure negative, otherwise players won't use them at all. You want a player to say "I don't use guns because of the risk of zombies being attracted to my location, even though with enough skill I can take them out" instead of "I don't use guns because I don't understand how they work" or "I don't use guns because they get me killed every time I use them".
  20. Like
    DedpaUrvor reacted to Tails in RELEASED: IWBUMS Build 39.67.3   
    ive been taking a look car vehicle spawn locations and so far every  farm houses lacks the vehicle spawns.
  21. Like
    DedpaUrvor reacted to Lightning Flash in Hiding In/Under cars.   
    There's nothing more tense than hiding in a vehicle or under a vehicle while a herd of potentially a thousand zombies shambles on by, and you're just hoping they don't see you and start crawling under to get you.
     
    Depending on the type of vehicle, you'll be able to crawl underneath it. This will more or less conceal you, as long as you're completely still and also not in an open area. This is extremely helpful if your car happens to be right next to a pileup, as there is less chance of you being spotted.
     
    If you hide in your car, you will appear in the backseat of the vehicle or may lay down between both front seats. You will be able to see outside, but doing so may risk you getting spotted. In the case of a large passing herd, this is dangerous, and so you'd be better off relying on the sound of them passing by, and hope the sounds go quiet soon.
     
    Here is a perfect example, from The Walking Dead's season 2 premiere, in which a walker herd shambles along the highway and the main characters are forced to hide under vehicles.
  22. Like
    DedpaUrvor reacted to Talksintext in Wind Gusts that move across the screen visually   
    Basically, have gusts of wind spread over vegetation/etc and animate a "swaying" effect, but not all on screen at once (well, excluding base wind effect), so you see "lines" of wind propagating through the world, depending on direction.
     
    It seems like it would be easy to do once you got a swaying animation for objects. It wouldn't work in interiors (except curtains on open windows, imagine those blowing about, would look cool), and perhaps not have it be exact lines, but slightly curved crescents that propagate. You guys know what I'm on about, right?
     
    I mean, you can get crazy with it (seems like you guys enjoy taking systems a bit further than most games would, which is awesome) and calculate wind shadows from buildings/dense forest and such, and do a whole physics simulation for where the gusts go exactly, but probably a simple system is sufficient.
     
    Hopefully something for the swaying can be worked into the massive animations overhaul. It's definitely a lacking visual feature that most games have.
     
    Tell you guys what, I'll definitely buy a second copy if you do this. Big money on the line here, big, big money.
  23. Spiffo
    DedpaUrvor reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.45
     
    [New]
    Added 2 rear seats for the small cars. Load .lotheader files in threads to reduce savefile load times. Player is now notified when trying to enter and vehicle seat is missing or occupied. Clicking the "Turn Off" or "Turn On" button now closes the vehicle ac/heater UI. Added translations for remaining vehicle menu options. Added context menu option to toggle ISVehicleMechanics.cheat in debug mode. Server softreset now resets vehicle key spawns, container loot and shuts off engines. Increased performance when generating a burnt building. Vehicles don't fade out until plahyer is 15 squares away, or enters a pre-existing building. Equipped umbrellas prevent player from getting wet when out in the rain. Player can remove glass by hand - takes double the amount of time to accomplish than tweezers. Initial Gas sandbox option has now more options (very low, low, normal, high, very high, full). Added a Chance of Gas sandbox option (before that, Initial Gas governed the chance of a fuel tank to have gas), options are: low, normal, high. Updated burnt car texture & added new burnt cars.  
    [Balance]
    Adjusted appearance of the vehicle heater/ac and lightbar UI. Balanced Mechanics XP gain. Increased the odds of spawning the car keys directly in the car/nearby container/zombies instead of on the ground. Increased loot spawn of shovels, cigarettes and lighters. Increased the chance of a vehicle spawning items. Increased the chance of spawning ammunitions in container.   [Modding]
    Can now get HandWeapon.RunAnim with getRunAnim(). IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage().  
    [Bug Fix]
    Fixed being able to access Mechanic UI while driving. Fixed irregular rear windows by updating Van texture. Fixed exception in ISVehiclePartMenu.getNearbyFuelPump() if a square is null Fixed exception when removing corpses that spawn in vehicle trunks. Fixed exceptions during server softreset. Fixed exception with Use key when checking for doors. Fixed IsoMetaGrid.processZones() taking a long time to do nothing. Fixed overly-long map names appearing on LoadGameScreen. Fixed clicking on 1x sprites that are scaled to 2x. Fixed rendering a 2x sprite attached to a 1x sprite. Fixed pathfinding glitch caused by failing to update a vehicle's poly. Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true Fixed lighting not updating when climbing over a fence. Fixed vehicle keys spawning in water, under trees, or in solid objects. Fixed vehicle hood being open when it is uninstalled or locked. Fixed fake-dead zombies attacking players in vehicles. Fixed digging graves not being allowed on level 7. Fixed double doors being buildable through perpendicular walls. Fixed -debugtranslation not replacing - with _ in DisplayName. Fixed container overlays not updating when rotten food is destroyed. Fixed ItemPickerJava.updateOverlaySprite() not getting called from some places. Fixed ItemPickerJava.updateOverlaySprite() not clearing overlay from empty containers. Fixed vehicles with unlocked doors and full gas tanks not being available in debug mode. Fixed damage to zombies and height of vehicles bouncing at higher framerates. Fixed player being able to build and place objects on squares occupied by vehicles. Fixed the Van using VanSeats texture. Fixed saves from build 38.30 being able to load, problematically, into vehicle build. Fixed small car burnt 02 using the small car burnt model. Fixed various health-panel actions not being possible in a moving vehicle. Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen. Fixed TV broadcasts not always giving bonuses like radios do. Fixed vehicle keys spawning on zombies - they were previously being lost when the zombie dies. Fixed randomized buildings/stash not being spawned. Fixed installing/uninstalling lights & battery not giving any XP. Fixed mechanics XP in MP being given even when the action fails. Fixed grocerystorage garbage being stocked with fresh food. Fixed missing mechanics UI hitboxes for SportsCar. Fixed missing overlay sprite on corner shelf furniture_shelving_01_8 Fixed various map bugs by placing a floor tile on level 0 if there isn't already one Fixed zombie visibility not working right in splitscreen. Fixed car color mask.
  24. Like
    DedpaUrvor reacted to Magic Mark in Simple vehicle accessories   
    Please don't use a snowplow as a means to hit things.
     
    They are designed to push snow at extremely low speeds. Hitting anything with a snow plow will most certainly destroy the plow and potentially bend your vehicle in ways you cannot repair.
     
    Everything else seems cool though.
  25. Like
    DedpaUrvor reacted to Tails in Simple vehicle accessories   
    Some vehicle suggestions suggested by me.  
     
    1. Truck bed shells:  This will protect loot from falling out or getting  stolen from another player.   Here are some examples for truck bed shells. the first one with a camper attached to the back of a pickup truck.  

     
    here is another example with just a truck bed shell cover. 

     
    2. bull bars/ grille guards:  A good way to protect car when running over zombies with without causing damaging your headlights and front end of your vehicle and as well as not to damage the vehicles engine.

     
     
    3. Snow Plow: Usually during the winter time these plows were used to plow snow but now can also be used to plow zombies out of the way when driving.

     
    Here are some of the vehicle accessories for now. I will have to look for more cool vehicle accessories some time. 
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