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Kappatao

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    Kappatao reacted to lemmy101 in 41.66 UNSTABLE released   
    MAKE SURE TO BACK-UP before continuing a save.
    This is an unstable (i will back up my save) release and you can expect bugs.
     
    Server operators will find .zip files with their server backups, should they need to revert. 5 cycling incremental backups each server run, and a special backup per version change. It can also be configured to backup periodically while the server is running, but you may expect a few seconds of lag if you do this.
     
    Accessible via unstable steam branch, server and client.
     
     
    41.66 CHANGELIST
     
    MP CHANGES
     
    Increased experimental maximum player limit to 100. Default remains at 32. Servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution.
      Optional Login Queue system for MP servers added. 
        - Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game.
       - LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out.
      Added options for automatic server backups. Several cheating security fixes to prevent unwanted admin access as well as unwanted actions performed by clients.
      Several improvements and fixes for VOIP. Added Automatic Gain Control options. Allow VOIP and text to travel to radios tuned into the same frequency. Non-equipped stationary radios now two-way for text comms.
      Added admin panel tool for creating custom safehouses/safezones Added new PvP icons. Moved to the left hand side with the other UI icons. It will be moved up further before hitting the stable branch. Servers now set a Steam server rule named "PVP" with a value of "1" or "0" depending on the value of the "PVP" server option. This can be used by server browsers to distinguish between pure PVE and PVP enabled servers. Added a "SledgehammerOnlyInSafehouse" server option:
        - if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse.
      Added buildUtil.setHaveConstruction
        - This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings.
       - set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet.
      Updated /rainstart /rainstop and /thunder commands Added /lightning /startstorm and /stopweather commands Added providing optional reason in KickUserCommand Added providing optional coordinates in AddVehicleCommand Updated text for server commands Updated ShowOptionsCommand to allow use by non admins Disabled doubled-up commands AddAllToWhiteListCommand and AddUserToWhiteListCommand Removed unnecessary server options.
      Updated overhead username display
        - with only ShowFirstAndLastName enabled, show player nam
        - with only DisplayUserName enabled, show username
        - with both options enabled, show player name with username in brackets
      Server .ini file now has the tooltips for the various options and settings attached as comments Added limit for server public names to 64 characters and public descriptions to 256 characters Disabled NightLengthModifier since it is currently non-functional. Will be reintroduced soon. Added check and teleport for safehouse trespassing.
        - Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled
        - Fixes issue with players intruding in safezone areas via movement exploits
      Safehouse fixes:
    admins and moderators can quit safehouse (if not owner)
    admins and moderators can invite themselves to a safehouse
    do not show the 'Quit Safehouse' button to admins who are not in this safehouse
      Fixed non-relevant Lucky/Unlucky traits being usable in MP. Fixed some duplication exploits. Fixed being unable to access/change player inventory as admin. Fixed Ping Limiter not working.  Fixed showing the "ADMIN POWER:" debug text in multiplayer. Fixed some cases where crashes at low speeds cause fatal injuries. Fixes for some instances where black boxing could still occur when players were passengers in vehicles. Fixed an exploit that allowed bypassing container item limits. Fixed non-members being able to perform moveables actions inside safehouses. Fixed admins in ghost/invisible mode still making sounds. Fixed "Medical check" on another char in a car causing chars to be stuck in a car Fixed crawlers sometimes teleporting when trying to path to a player. They will now turn to the target. Fixed, via removal, defunct server option "LogLocalChat". Fixed kicks in relation to Safehouse creations. Fixed being able to exit a vehicle when inside a safehouse without having appropriate permissions. Fixed a bug that rendered passengers unable to leave a car. Fixed death by bleeding while driving causing a kick from the server Fixed not being able to die near other players until hp drops down, and not being able to move if char died while other players try to rescue. Fixed looting animation stopping when another player attempts to grab the bag/container. 

    NEW
     
    Added back the "Toggle Music" key binding, bound to nothing by default. It appears under the new "Audio" category near the bottom of the key-binding UI. Players can now dismantle several player-built structures (floors, etc) Corner pillars will now be built automatically when placing walls/fences etc. Updated Kingsmouth and Studio maps. Room definitions, bed and foundation fixes, added video cameras, military equipment, and more. Added tooltip information on what mod an item is from. Can be turned off in main options. Added "Inventory Container Button Size" Display option to change the size of the buttons on the right-hand side of the inventory and loot windows. Updated Survival Guide. Merged into a single window and also made to work with a controller Added trait reset button to character creation screen. Implemented the blue combination washer/dryer appliance. Use the context menu to switch between washer and dryer mode. Context Menu is now usable in the loot panel backpack list. Added more CDs and VHS tapes, including Dog Goblin sequels. Updated ISCraftingUI and CraftTooltip to display multiple choice item counts, as well as heat requirements for recipe ingredients Added AllowFrozenItem parameter to recipes and evolved recipes Added Perogies, Peppermint, Potato Pancakes. Added OnCreate item script property.

    BALANCE
     
    Setting Cruise Control now starts at current speed when switched on Attempting to sprint when the character is too exhausted to sprint will now make the character run as fast as they can instead of walking and having to press the "Run" key separately. Fixed M16 still having its initial experimental values. No longer a death laser. MinDamage reduced to 0.8, MaxDamage reduced to 1.4. Greased back hair now requires hair gel. Frog legs and whole fish are now dangerous uncooked. Military lockers and crates now movable. They'll also contain loot. Unified spawn items and starter kit functions in SpawnItems.lua. Fixed drinking directly from river/puddles not making characters sick.  Drinking tainted water now more merciful if character is already sick. Added ability to use sheet ropes to create log stacks Fixed players not becoming bored inside player-built rooms. Agoraphobic and Claustrophobic traits fixed to work inside player-built rooms. Added relevant tile properties (pick-up, rotate, water source etc) to: new farm dirt tile, washer-driers, dead farm plants, hay bales, red mobile tool cabinet, troughs, play castles, bird baths, sinks and more.
      Spear charge fixes (MP and SP): charge only zombies in front of the player reset sprinting time when spear charge occurs  

    NOISEWORKS
     
    Added a volume automation for the hard of hearing trait in addition to the muffling we already had, additional -6db (needs some testing if this is okay) Added EmptyPan sound for "Empty Frying Pan" and 2 other recipes.  The sound is a placeholder for now.  Added values MeleeHitSurface for per-weapon door-hitting sounds. Added DoorSound=WoodShackDoor for new door sounds for wood-plank doors. Added StoveTimer sound. Added sounds played while constructing gravel-bag and sand-bag fences. Added sounds for turning media devices on/off and muting/unmuting. Added Dismantle sound for radios and televisions.  Added generator repair, connect and refuel sounds.  Added sounds for drinking and filling containers from water dispensers. Added new climb sound for high finces. Added bullet impact sounds. Added the violin melee hit/whoosh sounds
      Minor volume tweak to zombie voices when they're very close, they were a bit too loud Added occlusion to vehicle engines, horn, sirens (needs some testing) Slight adjustment to the bass of the footstomp Play PourLiquidOnGround when emptying paint buckets and similar items. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Play the FallLight sound when tripping over a hedge/tree.  

    IN-GAME MAP
     
    Added a button to the in-game map to remove all annotations and forget map knowledge. Hide the mini-map when the inventory and loot windows are visible when using a controller (so the mini-map doesn't overlap). Display controller button prompts in the in-game map. Play the MapOpen and MapClose sounds when viewing the in-game map.
      Fixed the in-game map view not being centered on the player the first time it's displayed, when the mini-map is also used. Fixed moving map symbols with the mouse. The mini-map will be moved up a few pixels before hitting the Stable branch in order to not cover up the MP info.  

    KNOX EVENT MAP
     
    Export of current dev map - including some new locations and improvement of general landscape Pylons and radio masts added to map Various map fixes  

    FORAGING / SEARCH SYSTEM
     
    Added foraging tips system to investigate area window. Added some fixes to make the system work with controllers. Overlay radius now used instead of item radius for placing investigate arrow markers. Restructured trait/profession multipliers - now uses definitions. Added profession and trait category specialisations.
        - Big bonuses to spot categories for professions.
        - Small/medium bonuses to spot categories for traits. Added functions for modders to add trait/profession definitions. Added ammunition category to urban loot. Added medical category to urban loot. Added clothing items to urban loot. Added some more misc items/fruits/veggies. Added pinecones (only available from September to December). Added pinecones can be used as campfire fuel. Show spotting arrows immediately when the player notices something. Force-find now reveals an item nearby for the player instead of just moving it closer. New identifying items system - items can be identified if close enough or from afar with high skill. Zone display now reveals exact categories when reaching high enough level (identifyCategoryLevel). Set a minimum dark overlay value so the search radius is always visible even in bright daylight. Categories can be more or less common (or not available) during rain or snow. Items can be more or less common (or not available) at night or during the day. Items and categories can be more or less common (or not available) after it has rained. Items are moved to player inventory if a backpack goes over capacit - Yotherwise dropped onto the floor. Refactored, bugfixed and documented many functions. Fixed resetting itemTotal when fillZone is called. Fixed inverted light level values when indoors. Added foraging weather effect reduction for equipped umbrellas. Increased darkness/weather effect reduction cap. Resolved an issue with calculating foraging darkness/weather effect reduction. Fixed issue causing item markers to disappear when looking away. Added a chance to generate extra items on affinity sprites - more firewood in forests - more stones on roads. Tweaked and tidied bonus item generation and syncing. Added a flag to bonus icons for future management. Set affinity check to occur after all icons are loaded. Activate nearby zones inside radius. Allow multiple categories per affinity sprite. Show item ghost before spotting if in visible radius. Added bonus vision definitions for all professions. Place item marker arrows when inside item spotting radius if item is visible. Cloud darkness and fog level visibility increased on zone display. Added some variation to the zone display fog. Added zone display vision effectiveness tooltip. Updated search info tip. Skip checking icons outside loaded cell. Changed default itemDef value canBeOnTreeSquare to true. Added more search radius/trait/profession bonus info to Investigate Area tooltip. Added showing the poison skull on forage pins for mushrooms/berries if player has herbalist skill. More categories visible on Investigate Area window tooltip with high skill. Tidied up and documented ISSearchManager/ISBaseIcon. Tweaked forageSystem penalty calculations. Fixed icon arrows remaining on screen when sprinting. Added short sighted foraging debuff can be removed by wearing glasses/reading glasses. Added testFuncs to skill definitions. Fix rerolling zone icons while sprinting. Fix spotting icons while fast forwarding. Vision radius calculations refactored and tidied. Icon performance improvements. Fixed icons recreating with incorrect conditions. Reduced and capped stuttering caused by cell checks. Fixed overlay toggling in vehicles. Improved search radius transitions when toggling mode. Improved forage zone activation, icon moving, bonus icon generation. Fixed wild crop seed spawns. Fixed using the wrong broccoli type for foraging. Fixed issues in force find tracker. Skip sprite affinity checks on squares with trees or attached data. Fixed missing spaces in search window tooltips. Fixed missing item texture on pins for floor items. Fixed moved objects spawning bonus items. Removed performance impact for ISSearchManager, ISZoneDisplay, ISSearchWindow when UI not visible. Removed seasonal variances from medicinal plants Added WildPlants category for seasonal wild foods Updated ISSearchManager table resets to use table.wipe Updated radius and modifiers in ISZoneDisplay vision tooltip Tidied up some debug stuff in ISZoneDisplay Added foraging profession and trait specialisations for WildPlants  
    Balance:
    Increased maximum possible spotting range further for specialised characters. Reduced base XP rewards for foraging. Tweaked icon density in zones. Insects, mushrooms, herbs are now much more common at night. Medicinal herbs are much easier to see. Increased medicinal herb yields. Herbs and mushrooms are more common in the rain and after it has rained. Added disabling search mode if a zombie is very close (about 1 square away). Reduced headwear vision penalties, added penalties for more types (not hats, never hats). Increased chance of items to be on affinity sprites (stones on stones, etc). Allow affinity icons to be moved again if they were not noticed before. Malus for item size adjusted to a curve to be less punishing. Rebalanced many item sizes with overrides for spotting (fruit trees, crops, etc). Reduced berries poison level by a lot - not likely to be fatal. Reduced mushroom toxicity range - still very risky to eat unidentified. Added additional food sickness penalty for consuming poison berries and mushrooms. Added a new increased minimum vision radius for well-lit squares. Increased variance of medicinal herb yields. Weather penalty calculation tweaked for snow cover. Weather penalty maximum increased. Overlay radius tweaked to use forageSystem min/max size values. Stones more likely to be found in cracks in the road + rates increased on roads. Removed skill requirements for some item categories. Tweaked sprite affinity and bonus icon chances. Tweaked sprite affinity/bonus icon chances. Foraged drainable items roll for a remaining amount. Increased zone icon density. Additional variation for zone density. Added more sprite affinities to trash, junk icons, and insects. Reduced chance of finding rotten wild foods. Increased chance of fresh wild foods with high skill. Profession and trait vision modifiers also affect the overlay maximum vision radius. Increased vision cap for extremely skilled and specialised characters. Decreased vision cap for non specialised characters. Ensure vision radius bonus always applies when aiming or sneaking. Rebalanced profession and trait darkness effect modifiers. Check darkness cap before placing item marker arrows. Removed override item size for some small items. Added more sprite affinities to categories. Dead animals much more likely to be stale or rotten. Aiming takes priority over crouching bonus in forageSystem. Bonus vision effects apply to maximum radius. Chance to find logs reduced. Rebalanced vision radius/view distance for spotting. Increased maximum hunger bonus for food items. Tweaked vision penalties for clothing. Increased base spotting speed and bonus spotting speed when aiming/sneaking. Reduced snow cover and cloud penalty. Umbrella rain penalty reduction increased and only applies to rain. Minor zone item count balance tweak. Added more sprite affinities for stones. Adjusted profession vision bonuses. Category chances tweaked to accommodate WildPlants. Debug: Added a new IsoMarker type for debugging icon vision radius. Added icon vision radius + category info debug options. Added debug option: "Show Icons Locations".
       Splitscreen fixes:
    Fixed split screen icon syncing. Fixed picking up forage icons with controller in split screen. Moved forage icon pickup option to the top of right click context menu. Increased range of back button wheel pickup option. Back button wheel forage options now use item textures. Added discard item option to back button wheel. Tidied up changes for split screen icon syncing. Fixed syncing of arrows/markers when an item is moved or removed. Fixed removal of icons noticed by co-op player. Added zone display split screen support. Sync forage item poison values in splitscreen co-op. Fixed a bug when co-op player simultaneously picks up items in ISForageAction  

    MODDING
     
    Added ISCarMechanicsOverlay.PartList[].vehicles tables to any parts that don't have them. VehiclePart.setInventoryItem() no longer calls setModelVisible(true|false) for all models, because this interferes with some mods that choose different models based on which item is installed for a part. Instead, a new method VehiclePart.setAllModelsVisible(true|false) was added that is called from these Lua functions:
                    Vehicles.Init.XXX
                    Vehicles.InstallComplete.XXX
                    Vehicles.UninstallComplete.XXX
        Mods that define "init", "install.complete" and/or "uninstall.complete" Lua functions can now choose to hide or show whichever models they want.
        Additionally, VehiclePart.repair() now calls the part's "init" Lua function (if it is defined) when creating a missing item.
        This allows the "init" function to hide or show models.
      The game will look for mod texture-pack files named Pack2x.floor.pack (correct) and then Pack.floor2x.pack (incorrect) if the first file doesn't exist. Added IsoGameCharacter.XP.setPerkBoost(Perk perk, int level). This is for mods that want to change an existing player's XP multiplier for a skill. Added IsHidden parameter for recipes and evolved recipes
        - If true, this hides the recipe on the crafting menu
        - Hidden recipes are still able to be crafted via the right click menu
        - Evolved recipes are hidden unless a result item exists
             - This allows adding additional ingredients via the crafting menu  

    CONTROLLER
    Pressing and holding the left analogue stick displays a radial menu that allows toggling crouching, sitting on the ground, and auto-walking. A quick press of the left joystick button toggles crouch, the same as before. Pressing the controller A button when a text entry has the focus displays the on-screen keyboard.
        - Left shoulder button changes focus between the text entry and keyboard.
        - D-pad navigates in the text entry. Foraging / Search mode improved to work with controllers.  

    FIXES
    Fixed a Lua error when trying to spawn a new character in game when the AllClothesUnlocked sandbox option or Character.CreateAllOutfits debug option is enabled. Fixed the "Aim Outline" option default being "None" instead of "Ranged Weapons". Fixed the volume controls not working in multiplayer. Fixed Home VHS tapes switching from blank to not-blank after reloading sometimes. Fixed some unique Home VHS tapes never being spawned. Now CDs and VHS tapes are randomized in ItemPickerJava. Fixed translation files from required mods having priority over the mod that required it. If mod B requires mod A, then mod B's translation files will be loaded first so they override the same translation in mod A, if present. Fixed sitting zombies facing random angles in multiplayer. Fixed an IllegalArgumentException in IsoChunk.SafeRead() when reading an empty map_X_Y.bin file. Fixed the mini-map displaying the game's map data in cells that have been overridden by mods. Fixed some curved-road zones. Fixed traffic jams on curved roads by implementing "traffjam / ParkingStall" and "rtrafficjam / ParkingStall" for polyline zones Fixed exercises not starting when a two-handed weapon attached to the back is equipped in both hands. Fixed a thread-synchronization bug with ZomboidFileSystem.getString() accessing RelativeMap. This led to walls not being cutaway due to failing to load the CircleStencil Shader. Fixed Character.Debug.PlaySoundWhenInvisible default being true when it should be false. Fixed a few cases where sounds from invisible players could be heard in multiplayer. Fixed bug in world dictionary when an item similarly named to a base item but with different module would be removed. This was due to scriptmanager.getModule defaulting to 'base' when the module was not found. Fixed scriptmanager.getModule testing for equals("Base") or startsWith("Base.") instead of startsWith("Base"). This would otherwise result in the same error happening still if one would name their module for example "BaseBuilding". Fixed item loading when trying to create an item with the same name in a different module. When a mod adds "MyMod.Apple" this a new item that exists alongside "Base.Apple", when MyMod is removed the "MyMod.Apple" bytes in the saves should be skipped. However due to ItemFactory.CreateItem calling the same scriptmanager functions that default to "Base" when no module found, it would try and instance "Base.Apple". Fixed bug in WorldDictionary ItemInfo where print debug would not print all lines. Fixed GameLoadingState doing GameClient stuff in single player. Fixed any exception that occurs when the "failed to create vehicles database" message is displayed not being printed. Fixed spawned fish in shops and stories unable to be filleted. Fixed getting extra materials when multiple players scrap an object. Fixed being unable to construct objects or floors through an open window. Fixed being unable to disassemble closed doors facing S and E. Fixed "take pills" anim playing only once when the action is queued. Fixed 'take pills' action being possible while running (it has no animation). Fixed the resize behavior of the "Select Spawn Location" ui. Fixed disallowed scrolling of map description in the "Select Spawn Location" ui using a controller. Fixed some forest and vegetation zones near curved streets. Fixed "ReceiveRemoveCorpse: incorrect square" messages on the client due to corpse rotting. These messages weren't errors. Fixed incorrect looping in RandomizedZoneStoryBase.cleanAreaForStory(). Fixed multithreading issues on the server with the vehicles database.  Fixed radial menu for light sources only available for secondary item slot Fixed double-clicking a watch runs an action but doesn't equip it. Fixed adhesive bandages weighing too much. Fixed mechanics books not being in SkillBook category. Fixed missing Fishing.OnCreateFish function on server. Fixed default name of a profession preset not being the name of the profession (has a number if there is already a preset with that name) Fixed bowl of beans recipe not scaling to source can's hunger reduction. Fixed two-tile table stories possibly spawning on two different tables, possibly with a wall in between. Fixed trailers being detached on the client but attached on the server. Fixed explosive traps not damaging zombies in singleplayer. Fixed server soft-reset throwing errors. Fixed "bare hands" checks which used translated item names. Fixed lightbulbs breaking even if unpowered. Fixed inability to plumb sinks in existing buildings if the water is still on. Fixed zombies densities not affecting loot spawn in MP. This caused Sledgehammers and other items to be a lot rarer in MP than in SP. Fixed not being able to climb over tall fences when a vehicle is nearby. Fixed being able to get XP from VHS tapes again after relog. Fixed TVs showing test screen (only happens 14 days after apocalypse and onward). Fixed one TV screen not showing in the screen 'animation'. Fixed the first channel not being properly loaded when radio loads its savefile. Fixed, via disabling, zomboid radio debugger in mp client that was throwing errors due to stuff not being present on client Fixed bug that caused the temperature panel to display all values as zero. (the call to PZMath.clamp in the panels would randomly pick the int or float overload between diff game boots). Also added Thermoregulator node debugger panel. Fixed WAV sounds flickering between speakers when near the player's location. Fixed some problems with clothing losing condition due to holes. Fixed the client savefile not being deleted when the server savefile is soft-reset or recreated. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Fixed trap synchronization issues in multiplayer (including multiple explosion sounds). Fixed noise-trap sound continuing after the trap is picked up. Fixed farm-plant names not being translated in multiplayer. Fixed missing translation for "Spent Rounds" in firearm tooltips. Fixed Disassemble tooltips for movables showing the incorrect object name (and no icon) Fixed unlimited maximum title and text entry for journals, notebooks, paper Fixed impossible disassembly of tall fences south and west of player Fixed missing radioInteraction codes for perks Fixed bug in RadialProgressBar with texture offsets Fixed bug in ISSafetyUI where second part of the radial cooldown would display incorrectly. Fixed alarms being enabled in buildings the player spawns in (in MP). Fixed NullPointerException in DeadPlayerPacket.set(). Fixed ability to have more than three saved splitscreen players in multiplayer. Fixed issues managing saved splitscreen players in multiplayer. Fixed SafeHouseRemovalTime greater than 596 removing safehouses. Fixed player facing direction never getting set on the server. Fixed Survival Guide error showing the guide when isShowFirstTimeSneakTutorial() is true. Fixed the "Learned Recipe" text above the player's head when watching a VHS not being translated. Fixed EvolvedRecipe.java using DecimalFormat (which uses the default locale) and instead use NumberFormat.getInstance(Locale.US) to try and fix rare crafting exceptions. Fixed getting Fitness XP without exercising when starting exercises while aiming. Fixed being able to dismantle carpentry window frames and door frames before removing the window or door. Fixed Z location check in RecipeManager isNearItem Fixed playing sound from the waist of zombies that are on the ground and instead play from their head. Fixed incorrect plant names (and "Mystery Plant") being displayed in the farming-info window. Fixed not being able to dismantle Metal Floor. Fixed, via removal, leftover Multi-core option that had no effect anymore. Fixed double-jump animation climbing over fences when holding a two-handed weapon. This mostly occured on Linux distributions. Fixed Pacifist trait not reducing XP gains with LongBlade weapons. Fixed Soup bowls, Stew bowls and Pie Slices inheriting original hunger values. Fixed not being able to scroll the outfit panel with the mouse wheel in the character-creation ui (with all outfits enabled). Fixed setStopOnWalk/setStopOnRun recipe function typos. Fixed uncooked Omelette being safe to consume. Fixed an ISZoneDisplay error when debug teleporting in single player. Fixed placing 3D items skipping a movement step if the player begins at the destination. Fixed being unable to pack/unpack frozen egg cartons. Fixed evolved recipes with matching item names not displaying correctly in ISCraftingUI. Fixed possible to add uncooked ingredients when cooking is required via ISCraftingUI. Fixed being unable to use "vegetable sacks" after they are emptied. Fixed temperature and frozen status of items used in recipes not being maintained. Fixed being unable to add burnt ingredients to recipes requiring cooked items. Fixed Paperbag icon. Fixed sports car front trailer attachment. Fixed lack of check for ReplaceOnCooked when drainables are cooked. Fixed duplicate entries in newBags, clothing_bags, newitems scripts. Fixed sackProduce items not being in items_food script. Fixed new tongs item not being called kitchen tongs (due to metalworking tongs existing). Fixed characters queueing the "Exit Car" action and therefore being able to exit a car when they should not be able to. Fixed characters being able to open/close vehicle doors while vehicle is in motion. Fixes to tutorial to improve SteamDeck experience Fixed collision for rain tanks, roof fences, large green lockers, Acorn plaza signs . Fixed not being able to jump turnstiles in both directions. Fixed being unable to rest on Red Theatre Chair. Fixed transparent stockings making the player's legs transparent. Fixed Lua error in MapSpawnSelect when the filename entry is hidden. Fixed pyramid.zip files not being allowed in Steam Workshop uploads. Fixed 3D models being clipped in savefile thumbnails when the minimap is displayed. Fixed duplicate ZombiesZoneDefinition.StreetPoor. Fixed the music volume setting being implied improperly. Fixed the sound of zombies eating continuing to play while exiting to the main menu.
     
     
  2. Like
    Kappatao reacted to Jericoshost in Additional Moodlets And Effects!   
    You can be depressed, but never happy?
    You can be Bored, but never Entertained? (ARE YOU NOT ENTERTAINED?)
    You can be stressed but never Calm/soothed or relaxed?
    You can be Exhausted but not Energized?
     
    Seems a bit odd for a human to be so... Neutral or miserable yet still able to function in such a miserable place.
    I suggest adding the ability to have a bit more of a positive outlook on life with a little work.
    It may be the Apocalypse but it's not the end of the- well you get what I mean.
    Enjoy life while you can and such.
     
    When a character uses enough of something to get a net positive they should not ONLY get a positive moodlet but also a corresponding Resistance to loss (and in most cases gain) of that stat. Its easy to be slightly amused, hard to be completely enthused and harder still to hold onto that feeling for long.
     
    - HUNGER -
    Eating does a body good, over indulging though is another story...
    PROS:
    The fuller you are the higher resistance to loss of Hunger you gain, taking longer to become hungrier. You gain a boost to Strength as usual.
    CONS:
    Being Extremely Full can make you sluggish slightly reducing nimble and speed, Further eating actions are slowed down, When a large meal is eaten (One that over fills the hunger bar or reaches the largest positive moodlet) the PC gains a new Moodlet called
    -OVERSTUFFED- when the PC eats again with this moodlet they will vomit, becoming slightly queasy and becoming slighty hungry. The length of this Moodlet is determined by how 'full' the PC becomes, and is removed by vomiting.
    -
    -HAPPY- (A Little Happy, Good Mood, Happy, Very Happy, Enthusiastic)
    Reading a good book and watching a funny TV show alongside a Perfect cooked meal should let someone forget the horrors of the zomboids, even if only for a minute.
    PROS:
    Having a Happy buff should increase gains from rest and sleep, gain a minor improvement to healing speed and slow the loss of Happy and Boredom.
    CONS:
    Reduce the GAIN of Happy. Higher Unhappiness gain from bad food or other sources.
    The happier you are, the harder it is to boost your mood further. And it is easy to have your mood ruined.
    Being Panicked, sick, hungry, stressed, injured will slowly drain away Happy Buffs.
    -
    -ENERGIZED- (Picked Up, Energized, Wired, Jittery, Manic)
    Getting a full nights sleep alone isn't enough to be energized, but drinking some energy drinks or coffee when fully awake should give a spring to your step.
    This buff will give:
    PROS:
    Faster Endurance Regeneration and Limit, SLIGHT speed buff per level, faster Happy gain, Larger Awareness Cone and Fade(In/Out).
    However there is too much of a good thing.
    CONS:
    Faster Blood loss from bleeding wounds (Faster heart beat), can't sleep when under the effects of Energized Buffs, Faster Tired Gain, and loss of dexterity at high levels (Twitching)
    And the risk of overdose, which when mixed with even minor levels of fatigue or Panic can lead to a: HEART ATTACK-
    PC loses HP continuously until rescue medication is used (Pain killers in this case, in place of Chewing Asprin) then for weeks afterwards will suffer from the (Recovery Weakness) Debuff, reducing STR/FIT/Endurance by 50%.
    -
    -ENTERTAINED- (Enthused, Entertained)
    When you have cleared your boredom and become Entertained you gain:
    PROS: Minor gain of happy during entertained.
    Cons: Minor loss of Awareness cone (Distracted by entertainment)
    This should only really have 1-2 Positive levels, and should be quick to fade. Probably not lasting more than 1 in game hour after the Entertainment stops.
    -
    -SOOTHED- (Soothed, Calm, Relaxed, Very Relaxed, Completely Relaxed)
    When you have fully relaxed and let out your tension you gain:
    PROS:
    Increased Healing, reduced Hunger gain (Slight), reduced Boredom gain, reduced pain build up, higher ranged accuracy/speed.
    CONS:
    Higher chance of surprise and panic from enemies, increased Panic Gain, Loss of Awareness, faster stress build up, at higher levels actions are slightly slowed and faster Sleepy Build up.
    -
    Hopefully you enjoyed my suggestion!
    Feel free to reply to this topic if you think there is something I missed or if you like/don't like it.
  3. Like
    Kappatao reacted to Irken Empire in Being able to turn on the flashlight / hand torch while they're on the ground/desk/counter/table etc.   
    So we've had the ability to place items for quite some time and that's just great, but let's talk about the potential of being able to turn on the flashilghts while they're placed on something. So flashlight, an item that is not of much use unless you loot during the night or until after the power shuts off since you don't want to bring a generator to every house just to be able to safely navigate inside, but even after the power shuts off, though useful it limits you to only 1-handed weapons, and it only provides light in the direction that you're looking at, but imagine how great would it be if you could go inside a house, place a flashilght in a corner, turn it on and shower the whole room with light, and now you can hold weapons with both hands like axes, crowabars etc. and even see behind you with your "hearing" which makes looting safer, 2x safer with keen hearing. Just in case I'll mention how freaking useful this could be for the illiterate characters.


    In this picture it's been 4 months since the power went out, and since I don't want to bring my generator wherever I go, I have my trusty flashlight with me.



    Now imagine if you didn't have to hold this flashlight, and instead place it on the counter behind you , then turn it on and get the same effect, but now you've got 1+ hand to use and you can see behind yourself.



    With the flashlight radius as it is you could light up most of the houses and apartments throughout the map.
  4. Like
    Kappatao reacted to FeFe in Graphically Fat Characters And Zombies   
    There's not much to explain, bodies shouldn't just be traits. Fat zombies have reduced mobility, make more noise (which may attract more zombies to you), can break wooden fences but cannot go through small windows, the same should be true for the player, but him could not jump high fences. .
  5. Like
    Kappatao reacted to Olipro in Savegame Mod (Well, of sorts)   
    Looking for technical feedback - why bother with IWBUMS when the computer can do it for you?
     
    Proof of Concept here: https://github.com/Olipro/ZomboidDB
  6. Like
    Kappatao got a reaction from Colin Tel in Can't respawn from the death screen   
    Whenever I die in the new MP branch, I'm not able to "respawn" using the "create new character" button from the death screen. It just pops up the red error box and doesn't do anything. This is in MP and SP, but it's especially problematic in MP because I then have to close down any hosted server and create a new character from the main menu.
    This is happening consistently (for me) in vanilla. To reproduce it should be fairly simple. create a character, get character killed, and click the button. I'd provide error logs if I knew where to find them.
  7. Like
    Kappatao got a reaction from trombonaught in Can't respawn from the death screen   
    Whenever I die in the new MP branch, I'm not able to "respawn" using the "create new character" button from the death screen. It just pops up the red error box and doesn't do anything. This is in MP and SP, but it's especially problematic in MP because I then have to close down any hosted server and create a new character from the main menu.
    This is happening consistently (for me) in vanilla. To reproduce it should be fairly simple. create a character, get character killed, and click the button. I'd provide error logs if I knew where to find them.
  8. Like
    Kappatao got a reaction from Lambda65 in Zombified players should have show their nicknames   
    It kinda does with the keyring anyway (the keyring is always named after the character)
  9. Like
    Kappatao reacted to Dentrick in Can't respawn from the death screen   
    This is happening to me and it's extremely frustrating. I've tried on a modded server, and it doesn't work. I uninstalled all mods and reinstalled the game and it doesn't work. Still searching for solutions but I only know of 3 people who this has happened to in the past few days. Hopefully this gets fixed or I find a solution fast!
  10. Like
    Kappatao reacted to Ks1berg in B41 MP Test 41.60 Branch Released!   
    Ty for update!
    Now we found these bugs: 
    1) corpses and zombiez sometimes just disappear
    2) When player die on server, the character creation button dissapears. 
    It can only be solved by restart server(for host) or reconnecting(for other players)
  11. Spiffo
    Kappatao got a reaction from getstoopid in Zoom in more   
    Just been playing around with the new map tools, which let you zoom in quite far (infact, so far that you can clip inside your character model), which made me think; wouldn't it be nice if you could zoom in this much outside the map? Screenshots attached for comparision.
     

  12. Like
    Kappatao reacted to Mvick in A Better Dirtiness System   
    as we are on the visual phase for the animations i really think it'll be more enjoyable (and realistic) to have a better dirt system on player. So like, if i walk on barefoot for a while outside, the dirtiness would be applied on my feet instead of my legs... or if i'm fully dressed (hoodies, jackets, long sleeves shirts, pants, boots, gloves...) all the dirtiness would be applied on the clothes and NOT on my skin... instead, to compensate that, we could have a negative moodlet like the wet one and even an stinky or smelly one to stimulate the player to still take a bath. idk if it's something that worth to be taking note of but i would love if you guys expand this system...
  13. Spiffo
    Kappatao got a reaction from TrailerParkThor in Search and DeZtroy   
    Just a thought I had; Since you're working on a new map system, it would be cool if the current ingame journal system/note taking system where expanded and integrated into the new map, as journal pages etc. Maybe even have it as an item you spawn with that gives you the ability to use the map, and journal (kind of how a belt lets you use the hotbar).
  14. Like
    Kappatao got a reaction from Joshnpk in Search and DeZtroy   
    Just a thought I had; Since you're working on a new map system, it would be cool if the current ingame journal system/note taking system where expanded and integrated into the new map, as journal pages etc. Maybe even have it as an item you spawn with that gives you the ability to use the map, and journal (kind of how a belt lets you use the hotbar).
  15. Like
    Kappatao got a reaction from GABENKO in Search and DeZtroy   
    Just a thought I had; Since you're working on a new map system, it would be cool if the current ingame journal system/note taking system where expanded and integrated into the new map, as journal pages etc. Maybe even have it as an item you spawn with that gives you the ability to use the map, and journal (kind of how a belt lets you use the hotbar).
  16. Like
    Kappatao got a reaction from Sedgwick in "it was read" for discs and cassettes   
    If I may chime in here and hijack the post a little, but doesn't having every CD/VHS (even the home ones) in a list available from the get go spoil the excitement of finding them? I know we can't see the contents of them, but some (especially the home VHS) have rather spoilery names.
    Might I suggest instead of having a massive list of all of them, there's instead the skill ones (just like for books/magazines), then for the "flavour" CD/VHS there's a number (so you know how many there are in total), and then they only appear in the list once you've found them?
  17. Like
    Kappatao got a reaction from gabriel rodrigues brandao in "it was read" for discs and cassettes   
    If I may chime in here and hijack the post a little, but doesn't having every CD/VHS (even the home ones) in a list available from the get go spoil the excitement of finding them? I know we can't see the contents of them, but some (especially the home VHS) have rather spoilery names.
    Might I suggest instead of having a massive list of all of them, there's instead the skill ones (just like for books/magazines), then for the "flavour" CD/VHS there's a number (so you know how many there are in total), and then they only appear in the list once you've found them?
  18. Like
    Kappatao reacted to Lope in Holster   
    Can anyone create a mod with a visible holster to make it look decent and have multiple colors to choose from?
  19. Like
    Kappatao got a reaction from TrailerParkThor in Pull Up Sheet Ropes   
    That's a great idea, but then you end up where we started, within invinsible floating sky bases with zero downsides. At least with zeds being able to tear your rope, you need to think a bit before destroying your stairs.
  20. Like
    Kappatao reacted to ROTFLOL in IWBUMS 41.55 released   
    Just a tiny suggestion, the stat "Unhappiness" should renamed to just "Happiness","Mood" or something else? as yes the green text is good to determine if its positive or negative but it would cause less confusion seeing stuff like -20 Unhappiness double negatives and +20 Unhappiness etc.
  21. Like
    Kappatao got a reaction from Tibila in Observations after the update 41.54   
    I wasn't sure whether to put this in "suggestions" or "bug reports", but I figured I've noticecd more bugs than suggestions, so I've popped it in here. This is a list of observations I've made in a fairly short playthrough of the new update, in no particular order. It's not an exhaustive list by any means, as I haven't been through all items/scenarios etc. looking for bugs.
     
    Firstly bugs I've noticed:
     
    The lighting when holding an item (e.g. a bag in your offhand) is different compared to when it's worn/placed in the world. It's much brighter.
     
    Cupboards are  counted as shelves, so you can place floating items on them.
     
    Some models are different when placed in the world as compared to when used in an animation. Notable mentions: Orange soda bottle is different, the mop uses the old brush model when cleaning, antidepressents use a different pill bottle moddle when you take them. There's probably more I haven't noticed yet.
     
    The text "this  door is barricaded" and "failed to produce usable material" doesn't use the new above head text system.
     
    The new above head text is very inconsistent when leveling up, it sometimes doesn't show (same for the highlight of the new skill in the level up menu)
     
    I noticed zeds popping in when panning while zoomed out all the way (this might have always been the case, but I've only just noticed it).
     
    The sound of hammering doesn't always line up with the animation (noticed this when dissasembling a table)
     
    The smoking sound cuts off before the sound clip actually finishes, and sounds a bit "flakey" (idk how to describe it)
     
    There's an extra footstep when you start going down stairs
     
    Pineapples are incorrectly rotated when you're eating them
     
    I had the level up sound cut out when there was a lot of sounds going on (e.g. in combat)
     
    My fps drops to 30 after this update when zoomed out all the way (it was staying at around 50-60 in 41.53, but you might need more info to diagnose this properly)
     
    Items occasionally flicker as the old item icon when you drop a lot of things quickly (It takes a second to load the model).
     
    Models don't fade out in the way way sprites do, so you can end up seeing them through walls
     
    Holding down space when in a car loops the breaking squeal
     
    Tapping Q for a horn in cars causes the sound to kind of stutter (the horn doesn't fade out either, just gets cut off. But hey, at least it loops without clicking now lol)
     
     
    Now suggestions I have:
     
    The walking sound gets quite annoying when you're walking around a house (same floor type, so it gets very repetitive.) Maybe tone it down a bit?
     
    The option to disable the more distant sound when you zoom out would be nice, (personally not a huge fan of it)
     
    The new models are sometimes a bit too clean looking,
     
    It would be nice if things that have blood on them are reflected in the placed model (e.g. clothes). Pretty sure bloody weapons actually showed up as bloody on the ground in 41.53, so they're probably bugged atm.
     
    It would be nice to have an extra axis of rotation (e.g. so I can stand my guitar up in the corner, instead of having it lay down).
     
    Some of the larger models would benefit from drop shadows, to help them fit into the scene more.
     
    Now that most of the items have 3d models, it would be cool if they showed up in your hand when you equip them as primary/secondary (however that's an understandably large amount of work for them to have the correct rotation etc.)
     
    Finally flip flops don't go "flip-flop", which is kinda sad
     
     
     
    Sorry for the mega post, as the forums are getting flooded atm with a lot of similar suggestions/bugs, but I figured it was best to post this sooner rather than later, as it's fresh in my mind.
    Overall really nice update, with some great features, so thanks for that TIS!
     
  22. Like
    Kappatao got a reaction from BeatlJoe in Observations after the update 41.54   
    I wasn't sure whether to put this in "suggestions" or "bug reports", but I figured I've noticecd more bugs than suggestions, so I've popped it in here. This is a list of observations I've made in a fairly short playthrough of the new update, in no particular order. It's not an exhaustive list by any means, as I haven't been through all items/scenarios etc. looking for bugs.
     
    Firstly bugs I've noticed:
     
    The lighting when holding an item (e.g. a bag in your offhand) is different compared to when it's worn/placed in the world. It's much brighter.
     
    Cupboards are  counted as shelves, so you can place floating items on them.
     
    Some models are different when placed in the world as compared to when used in an animation. Notable mentions: Orange soda bottle is different, the mop uses the old brush model when cleaning, antidepressents use a different pill bottle moddle when you take them. There's probably more I haven't noticed yet.
     
    The text "this  door is barricaded" and "failed to produce usable material" doesn't use the new above head text system.
     
    The new above head text is very inconsistent when leveling up, it sometimes doesn't show (same for the highlight of the new skill in the level up menu)
     
    I noticed zeds popping in when panning while zoomed out all the way (this might have always been the case, but I've only just noticed it).
     
    The sound of hammering doesn't always line up with the animation (noticed this when dissasembling a table)
     
    The smoking sound cuts off before the sound clip actually finishes, and sounds a bit "flakey" (idk how to describe it)
     
    There's an extra footstep when you start going down stairs
     
    Pineapples are incorrectly rotated when you're eating them
     
    I had the level up sound cut out when there was a lot of sounds going on (e.g. in combat)
     
    My fps drops to 30 after this update when zoomed out all the way (it was staying at around 50-60 in 41.53, but you might need more info to diagnose this properly)
     
    Items occasionally flicker as the old item icon when you drop a lot of things quickly (It takes a second to load the model).
     
    Models don't fade out in the way way sprites do, so you can end up seeing them through walls
     
    Holding down space when in a car loops the breaking squeal
     
    Tapping Q for a horn in cars causes the sound to kind of stutter (the horn doesn't fade out either, just gets cut off. But hey, at least it loops without clicking now lol)
     
     
    Now suggestions I have:
     
    The walking sound gets quite annoying when you're walking around a house (same floor type, so it gets very repetitive.) Maybe tone it down a bit?
     
    The option to disable the more distant sound when you zoom out would be nice, (personally not a huge fan of it)
     
    The new models are sometimes a bit too clean looking,
     
    It would be nice if things that have blood on them are reflected in the placed model (e.g. clothes). Pretty sure bloody weapons actually showed up as bloody on the ground in 41.53, so they're probably bugged atm.
     
    It would be nice to have an extra axis of rotation (e.g. so I can stand my guitar up in the corner, instead of having it lay down).
     
    Some of the larger models would benefit from drop shadows, to help them fit into the scene more.
     
    Now that most of the items have 3d models, it would be cool if they showed up in your hand when you equip them as primary/secondary (however that's an understandably large amount of work for them to have the correct rotation etc.)
     
    Finally flip flops don't go "flip-flop", which is kinda sad
     
     
     
    Sorry for the mega post, as the forums are getting flooded atm with a lot of similar suggestions/bugs, but I figured it was best to post this sooner rather than later, as it's fresh in my mind.
    Overall really nice update, with some great features, so thanks for that TIS!
     
  23. Like
    Kappatao reacted to Axiomatic in IWBUMS 41.54 RELEASED   
    The heart shakes so much that you can actually miss clicking on it as it swing so far left/right. A UI element should not require that much precision, esp in a game where one misclick can spell your doom. Please reduce the amount of shake. It just needs to vibrate a little or scale up then back to normal a little.
     
    New sounds are really hit and miss. Some are great, some sound weird and not in relation to the old sound just weird on their own, some are much too quiet, some are much too loud, and others simply seem to be missing or don't differentiate enough.
     
    1. Outdoor nature sounds, esp animals, have too much reverb/echo on them. There should literally be 0 unless you're inside a canyon or a tall alleyway.
    2. Hitting a standing zombie with a car sounds like almost nothing at all has happened. Rolling over a body similarly is almost no different than the already too quiet hitting a standing zombie sound.
    3. Killing blow to a prone zombie sounds almost no different than any other hit to a prone zombie. Players rely on the obvious sound that the zombie you're stomping or swinging on has received a killing blow, which while weird sounding in the old sound system, was at least very obvious so you knew you could switch your attention to something else. 
    4. Car engines just don't sound right. Hard to describe but they now sound buzzier, like an flying insect.
    5. Jesus the jumpscare sound is turned up to volume 100 compared to other noises. Overall, another pass at mastering sound levels seems to be needed across the board....or give us more options under Sound tab to fine tune the levels.
  24. pillow
    Kappatao got a reaction from gabriel rodrigues brandao in ClutterZed   
    The new sounds 3D models look amazing (Never realised bags of concrete where supposed to be THAT big lol).
    One concern I have personally about them however, is with so many models onscreen, isn't there going to be a performance drop, and isn't there going to be item popin, like there is sometimes with cars (which is quite annoying tbh)? Or does it use similar tech to the zed corpses so there isn't much of a hit?
     
  25. pillow
    Kappatao got a reaction from Magondivel in ClutterZed   
    The new sounds 3D models look amazing (Never realised bags of concrete where supposed to be THAT big lol).
    One concern I have personally about them however, is with so many models onscreen, isn't there going to be a performance drop, and isn't there going to be item popin, like there is sometimes with cars (which is quite annoying tbh)? Or does it use similar tech to the zed corpses so there isn't much of a hit?
     
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