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NorthRoad

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  1. Like
    NorthRoad reacted to nosalisCZ in 1992 Skoda Rapid   
    ready to start  texturing of the outside 
     

  2. Like
    NorthRoad reacted to Gortpake in Looking for interested modder to help create accessibility mod for blind players.   
    Hey everybody.
    I hope everyone is doing well.
    My name is George, and I'm a blind gamer who is extremely interested in playing pz, but the game is unfortunately not accessible.
    As I've got no experience with any modding what so ever, I was wondering if anyone would be willing to take a look at the game to see if the kind of required changes could be done using mods.
    There are probably some of you asking yourselves, "How in the hell do blind people play video games? It doesn't make sense!"
    Well, let me give you a short explanation.
    We use normal operating systems such as windows, mac and linux. In order for us to use them, we use a piece of software called a screen reader.
    A screen reader, in it's most basic form, uses speech/braille output to convey what is on the screen.
    However, this only works for text, or images that have alt-text.
    I'm not too fimiliar with how the screen reader is able to intercept any of its info, but as far as I know it grabs it from various display drivers that might come with the software.
    In order to make a video game accessible, one would need to implement support for the screen reader to read menus, tool tips (if applicable), and any other ui elements that the player may require.
    The mod would also need to use audio cues to represent various things such as items on the ground, walls, possibly a targetting system, vehicles etc.
    If anyone would be interested in giving this a try, please do let me know and I'd love to help.
    Thanks so much for reading!
  3. Like
    NorthRoad reacted to EnigmaGrey in Project Zomboid - This is how it Dies.   
    Pretty much? Anything else, based on hindsight, inevitably has trade-offs or situations that made it impossible to happen earlier in development. The staff available now doesn't become available earlier; the money made now doesn't somehow get made earlier; the lessons learned in the past don't relearn themselves today. That's always the dilemma with "what ifs."
     
    All TIS really could have done differently comes down to communication (and maybe embracing marketing instead of word of mouth):  maybe being more humble early on would have prevented TIS from setting itself up to "fail" at its own self-imposed goals. Maybe they should have taken the publishing deal in 2014 and surrendered control / moved on with the game in a "good enough" state instead of what they originally wanted to do. That sort of thing: hide, conceal, fake it -- give the impression of speed or achieving your goals without really doing it.
     
    It's not as though we don't see this time and time again in the game industry: companies hide information from the user, aside from what's useful for marketing purposes, and pretend things are going just swell right up to release. And sure, the result is a disappointing game that doesn't meet its original goals, but what does it matter? The money is made back, people don't care enough en masse to seemingly stop buying the games that do it. I can only guess offers a sense of closure you don't get with a game that tells you upfront "It'll take as long as it takes." One you don't feel like you're waiting for it, the other you do; one is spent; the other has potential. So on and so forth. 
     
    Edit: I guess if you wanted a list of practical stuff, it'd be something like
     
    TIS could have stuck with XNA instead of acting on Microsoft's decision to nix it TIS could have finished PAWS instead of starting a new game (PZ) TIS could have picked a prebuilt engine (but would have inevitably run into the limits of something like Unity for this style of game, especially in 2011) TIS could have foregone supporting multiple platforms (something Java promised to be able to handle gracefully, but didn't really for games) and a web-based version of the game (the pre-release game was an applet) TIS could have stuck with C# -- the thing they knew -- instead of using Java TIS could have built the game engine's architecture with an Entity Component System (the new hotness in 2020) instead of inheritance (good ol' OOP) TIS could have foregone OpenGL and OpenAL, which had some pretty severe compatibility issues later in life TIS could have opted not to install an auto-updater for the game, costing them significant money when it was abused by pirates TIS could have abused "free file hosting" opportunities to try and save money when updating the game outside of Desura TIS could have used a different payment provider instead of Google Wallet and PayPal to avoid having issues when those services deemed selling incomplete games problematic (naturally that policy didn't stick around for very long )  TIS could have had a better backup solution when they moved in 2011 (remember, at this point, they were basically bedroom coders, living in an apartment, not offices or Big Corp) TIS could have avoided any GNU code to avoid copy-left trolls TIS could have dropped most of their requirements for a Steam release and entered early access ~10 months earlier (also takes care of file hosting)  
    That sort of thing ate up a lot of time and ate into what little money they had early on, imo. It gets less possible to "save time" as things progressed and the game saw more success.
     
    TIS could have been more direct that their goals were based on getting a publisher (while they were being actively courted by one) TIS could have gone corporate and taken (a) the publisher's deal TIS could have used GIT differently to avoid issues with long commit times and binary files (or never used GIT at all, opting for SVN, Plastic SCM, and other alternatives)  
    And then it gets just weird:
     
    TIS could have avoided supporting mods (Lua, especially built on top of Java, is -not great- in terms of performance and does fragment the game development somewhat) TIS could have been satisfied with the release of MP in 2014 (or 2016 -- but 2016 was basically Project Zomboid: Together w/ the implementation of Steam co-op)  and called it done; anything not done would just be done post-launch or as DLC to keep the company afloat (or not) TIS could have just bluntly taken mod content instead of hiring modders as devs, as some advocate and even insist on TIS could have pivoted to making expansions or sequels out of the subsequent big updates that followed this point (in-game coop hosting; cars; weather; the animations update; the MP re-release; and now animals)  
    I don't think there's much else they could have done that wouldn't require cosmic forces conspiring to help them earlier, such as certain staff members being available much earlier in production than they were, so I don't think there's much point going down that particular rabbit hole.
     
     
  4. Like
    NorthRoad got a reaction from Werex in I would like developers to be more clear about the end of support for Linux 32-bit in PZ dedicated servers.   
    Just checked myself to confirm, I notice I have a ProjectZomboid32 executable in my Zomboid game folder, and the projectzomboid.sh file seems to try to detect whether there's 64 or 32-bit Java installed, but my server installation doesn't have the former and it looks like neither have a jre folder, only a jre64.
     
    I would be shocked if the 32-bit version is still tested or supported, if it even still works, so removing it probably would be a good idea if it's not anymore (which I wouldn't expect it to be). I was surprised to learn it exists honestly, IIRC from someone on reddit who had some bug with (I think) vehicle physics of some sort, and wasn't using any mods; all I could think to tell them was maybe the 32-bit version isn't well-supported.
  5. Spiffo
    NorthRoad reacted to Werex in I would like developers to be more clear about the end of support for Linux 32-bit in PZ dedicated servers.   
    I lost 3 days trying to install a dedicated server in an old 32 bits netbook.
    I am aware that the experience in an old netbook with 2 gbs of RAM would not be the best, but I thought it was possible.
    After all, the 32 bit batch file for dedicate servers for windows works fine, why in Linux it would be different?
     
    So I installed everything from SteamCMD.
    In the linux distribution pz dedicated server installation folder:
    -There is a .json file for 32 bits machines.
    -There is a .sh file trying to detect if the system is 32 or 64 bits to run the appropriate files.
    So 32 bits must be supported, right? I think not...
    When i run the .sh file (start-server.sh), instead of a clear message alerting that "32 bits is not supported for linux distributions anymore", I got the error: "couldn't determine 32/64 bit of java".
    So I went to investigate why.
    Turns out there was a missing directory called "jre/" .
    I also noted other directories were missing, one of them is "linux32/"
    -Maybe my installation is corrupted.
    -Maybe java openJDK is not installed in my machine.
    I thought...

    I'm not a Linux expert, neither do I understand profoundly how SteamCMD works.  Maybe SteamCMD copy these folders from somewhere in the filesystem and they are missing because the directories were not found.
    Tried multiple times to reinstall the app or verify it's integrity without success.
    After a bit, I finally tried to just copy a jre folder from my machine directly to pz dedicated server folder.
    And it worked!
    But I stumbled in the next problem:
    -There is no ProjectZomboid32 executable file.
    Well, that couldn't be a java problem or something like that...

    After all these days trying, I finally found a SteamDB page that registers all project zomboid dedicated server installation files:
    https://steamdb.info/depot/380873/

    There is no JRE folder, ProjectZomboid32 executable or Linux32 folder in any of these registers.
    Which makes me conclude that Project Zomboid Dedicated Server is not supported for Linux 32 bits anymore.
    At some point it was, but now, most of 32 bits files were deleted.

    So I ask you developers to delete everything referencing the 32 bit version from project zomboid dedicated server folder to prevent other people to make the same mistake I did.
    The only mention I got about 32 bits servers not being supported anymore was from a steam forum reply. I thought it wasn't right, since there is so much files referencing the existence of a 32 bit version. But it turns out, it is probably true.

    If I'm wrong, feel free to correct me.
     
  6. Like
    NorthRoad reacted to nasKo in Integration of AI like CHATGPT in the interaction of NPCs with the player.   
    Yeah we could tell lol
  7. Spiffo
    NorthRoad reacted to nasKo in Cellar Door-doid   
    Evening all, here we all are again. Let’s take a stroll through the development Event zone.
    Crafting Overhaul Recap
    Now the vast infrastructure overhaul of the crafting systems has been merged and opened up to the rest of the gang, we’ve had a crack team of coders working solidly on implementing the various new post-apocalyptic profession tech trees, workstations and recipes that will provide for a vast amount of options for crafting and building in B42.
     
    As a summary for anyone who isn’t up to date on our overall goals, the crafting overhaul is intended to provide the following things to Zomboid:
     
    Give Zomboid a more feature rich end-game.
    At present, long time players of the game often find they run out of objectives once they get a well-stocked and secure safehouse. We want to provide many more objectives a settled survivor can undertake to improve their safehouse, or indeed a community of players.
    More things to build. More opportunities to craft. More ways to be creative.
     
    Provide a way for servers to be able to run indefinitely without the need to wipe or respawn loot.
    At present the gameplay loop relies so much on looting the map for items that servers run into problems when most urban locations are looted. These either cause servers to rely on unrealistic loot respawning, or to frequently wipe the server.
    We want servers to be able to run well into the ‘Alexandria years’ and for players to experience life much further within the post-apocalypse in an interesting way that feels and plays different to the early chaos.
     
    Provide believable post-apocalypse professions that would emerge in a post-technical post-apocalyptic society.
    If it’s been 30 years since the apocalypse, making a new character who is a burger flipper ceases to make much sense.
    As time ticks by from the initial infection, we will retire pre-apocalypse professions and introduce post-apocalypse professions that mirror pre-modern professions such as blacksmithing, tailoring, butchering and so on. We are also tying these skills into relevant modern day professions where applicable.
     
    Provide more community cooperation in multiplayer (and NPCs in B43 and beyond) with different interacting professions that can contribute to a community – as well as provide much more extensive crafting and building, encouraging trade and other interesting player interactions.
    We want to give players more interesting choices of professions and activities to contribute to a survivor community, and allow for players to cut more unique and interesting niches for themselves within a survivor group or community.
     
    Part of this is reshaping how the skill and XP system work to both make individuals less capable of mastering everything, while making their initial potential a lot higher without grinding if they spec into a particular skill heavily.
     
    Simultaneously, meanwhile, we still need to be providing sandbox options to allow solo players to master more skills and professions so as not to cut solo players from all the new content and things to do.
     
    Provide a framework for players who want to focus more on community building and player interactions than zombie survival, so that they can optionally run servers with a more traditional wilderness map based survival game or extensive tech mods.
    While zombie apocalypse will always be our core focus for the vanilla game, we want Zomboid to provide a breadth of survival mechanics and content that, especially with mods, make a solid foundation for many other varied survival experiences outside the looting and zombie gameplay.
     
    This includes making provisions for the full range of possibilities in terms of tech and progression modpacks and overhauls that will add mountains of new ways for the community to play the game.
     
    Our tech tree is built from the ground up with the assumption that it is taking place on a wilderness map without any civilization – to ensure that there are no holes.
     
    In normal gameplay, close to the apocalypse, it’s expected that players would be able to skip huge portions of this tree by using scavenged technology and supplies from the crumbling modern world. However, with the correct knowledge and skills, players will be empowered to fill any gap if that loot and technology is not available to them.
     
    Let the modders be all they can be.
    Finally, we also believe that the crafting systems themselves are solid and foundational enough for the amazing modders in our community to run absolutely fucking wild with – and we honestly cannot wait to see what they come up with.
     
    Recap over
    Now we’ve recapped our general goals with the crafting overhaul, we’ll introduce you to some of the work on three of the profession trees that we’ve been in the guts of this month.
     
    Blacksmithing
    One of the new post-apocalypse professions that will be available for players, blacksmithing will allow for the comprehensive working of metal to provide players the ability to craft many items that are unattainable outside looting in the current build of the game.
     
    The initial work has been based around providing the ability for someone living in the wild to be able to work with metal using a primitive furnace and forge made using rocks and clay, along with higher tiers being producible later on as players progress.
     
    Of course there will also be modern equivalents of these workstations available within the world map for players to exploit too, but as stated earlier we are filling out the crafting tech tree always from the very bottom, with the assumption that players do not have access to any looted supplies whatsoever.
    Please note that we are currently exploring a new design for building mechanics, in our attempt to get away from using right click menus for everything. We are hoping for a nicer building interface since we’ll have a huge number of extra building projects for the player and just cramming them all into right click menus will get more and more cumbersome as time goes on.
    With these facilities simple iron implements can be produced, such as nails, as well as the tools required to build the next tier. Additionally it can be used for simple assembly and maintenance tasks.
    This second tier is approximately “Medieval-ish”, the furnaces are built using stonemasonry, consisting of dressed stone blocks and cement; there is a proper blacksmith’s anvil; and also a quenching bucket.
    With this more complex and durable tools can be crafted, as well as a higher level of maintenance.
    And yup, want to be the most popular person on a server? Crank out sledgehammers for your friends!
    Finally in this area, for steel production we need to make coke, produced from charcoal.
    This dome kiln can be used to produce both coke, and also charcoal from wood.
     
    Wood charcoal is important for this branch of crafting. The heat it produces is good for working metal, but it’s also carbon and had effects on ferrous metal being forged. It will be able to be produced through other means than just the dome kiln, but can be produced more efficiently in higher quantities when using one.
     
    Pottery / Stoneworking
    We featured some of the possibilities with pottery in a previous Thursdoid however a big benefit of working with clay (as well as stone) is for additional options for building.
     
    PLEASE NOTE: there’s anims, tile artwork, SFX and lots of other polish missing at present.
     
     
    As well as stone or clay full-size walls, the extended building options from these systems will allow for paths, roofs and decorative elements allowing for player built communities to really feel like a settlement and provide options for security to keep the zeds at bay.
     
    This will of course be a balancing concern for us, but we feel with sufficient effort and skill a survivor should be able to (very ultimately) erect walls that zombies do not simply attempt to walk through and bash their heads on until they fall over.
    Brewer
    The last profession we’ll cover today is the Brewer, who has numerous valuable things to bring to the table. While at present alcoholic drinks may not have too much direct impact on gameplay, we will be providing more benefits and downsides to the partaking in alcohol.
     
    After all, we imagine it would be a likely bit of escapism for many a zombie apocalypse survivor, and there’d be more value still added later down the line once the NPCs and the accompanying psychological overhaul we have planned at the same time.
     
    In the first instance of this, however, the Brewer profession also allows for the creation of a rather vital way of preserving food.
     
     
    CAN BE HAPPY UNDERGROUND
    Last ‘doid we showed you building developments high upwards into the sky, this time we’re going deeper underground as there’s too much panic in this town.
     
    For those unaware, Build 42 will come with two sorts of below ground floor. First off we’ll have the Permanent ones that will always be attached to locations on the map. These will generally be familiar locations, places of interest, businesses and secret military complexes.
     
    Today however, we’ll be looking at our Randomized ones. We currently have 119 of these designed: some empty and desolate, some full of loot beyond your wildest dreams, and some that make you seriously question the mental state of the previous occupant. Here’s a fuzzed-up image to whet your whistle.
    These will be basements, bunkers, panic rooms and Waynes World sets that you will be delighted to discover spawning on your regular looting sorties – and they will appear within whatever houses could potentially fit them in and still look natural. The frequency of their appearances will also be governed by a Sandbox option.
     
    We’ll also have a long list of designated spots within buildings on the map where a random basement will fit, these spots will be assigned and a random compatible basement will be placed in the world on world creation.
     
    Here’s a quick video to show some of our favourites off but first a few familiar words of caution!
     
    This is WIP, stair placement within buildings will improve, and likewise the steps will look more natural in the way that they appear within the house. We may also look at hatches etc as time goes on.
     
    MODDING
    Lovely Aiteron’s mission of tidying up, reorganising and adding new utility to our front-end UI continues. Notably he’s currently improving the Mod Manager which, as an ex-modder himself, he is ideally suited to do.
     
    Here’s a quick video showing his changes.
     
     
    So what’s seen here? Well, amongst other things, the following:
    Mod and map order. You will now be able to change the load order of enabled mods and maps, which also comes with an auto-sort for available mods. Share your presets. You will now be able to share your preset of mods (with specific mods, and the load order) and your friends and/or players on your server will be able to take it and use it themselves. If some mods are missing, then the game will flag it and show links to the ones that are uninstalled. We have added special version tags that will be required for mod compatibility for B42. This is due to the massive changes to the game likely invalidating a large number of mods, and the potential for serious bugs if people attempt to run with those designed for B41. Hopefully in this way things will be clearer through the B42 Unstable process, and sailing can be as smooth as we can all muster it. The game’s use of ModIDs has been altered to be appended by the workshop ID of each mod. This adjustment is aimed at resolving server issues that result in file mismatch errors when users attempt to connect, due to various mod versions sharing the same ModID. This happens on the Steam Workshop a fair bit due to re-uploads and modpacks. Now, with the workshop number attached to the ModID, only the “correct” version of a mod will be loaded by clients connecting to servers. We’re hoping that this will then lessen frustrations with said cursed file mismatch errors whenever you’re in an area of mod self-conflict. We are also working on a new modding API and new modding guide for 42. It’s currently unclear whether it’d be released alongside a 42 Unstable. It’s certainly in the works though. LOOTED HOMES
    An area of the game we need to improve is the feeling that ‘something happened here’. We have burned down houses, survivor homes and our costume zeds – but we don’t have much that says people who were panicked were once here.
     
    As such now we will be including a random chance for homes, stores and businesses to have been looted – with items strewn over the floor, general detritus and litter, and sometimes graffiti on the walls too.
     
    (There’s no graffiti that says ‘Hit them in the head!’ just yet, but we are a video game so give us time on that one I’m sure it will happen eventually.)
     
     
     
    FUN NEW ITEMS
    At the same time as the big ticket new systems, our coders and art team like to dripfeed fun smaller stuff into the test build. Recent additions have been:
     
    The Military Manpack Radio. Works when worn on the back, in addition to other radio usages.
    New fluid containers that use the revamped crafting systems that deal with liquids – so for example the canteens use the new tech where they’re a single script item definition with procedural textures and icons, similar to how clothing items work.
    Backpack sprayers that are fluid containers, that should prove useful for farming. (And also get us thinking about flamethrowers, once we have the time to get back into the fire rework.)
    OTHER STUFF
    The Sound team hit an impressive milestone the other week, with them hitting the total of 50 music tracks that have been re-written so that they work within 42’s new and awesome dynamic music system. Our thanks, as ever, to the fabulous team at Formosa and everything they do for the game. Taking over a building, but still a clean-freak even though the world’s gone to shit and appearances no longer matter? Well worry no more, as 42 will allow you to wash away and scrub the grime and graffiti to make your safehouse look and feel spotless. Until the blood starts to drip again, clearly.  
     
    HAPPY HALLOWEEN WOOOO
    In keeping with all the other game studios and publishers providing ‘faintly spooky content’ at this time of year, please take this offering of deer skellingtons and a baby deer skellington.
     
    We trust that you are now suitably unsettled, and please note that it took about a minute to get our pre-existing animal skellingtons into motion. We haven’t spent all month on the skellingtons.
     
     
     
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff.
    Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  8. Like
    NorthRoad reacted to Batsphinx in IWBUMS 41.38 released   
    NEW
     
    - NEW TUTORIAL
     
    Updated and improved Cabin in the Woods map by Xeonyx (worth exploring if you survive at end)
    New steps and expanded outside sequence
    Mainly covers movement and combat - will be expanded at a later date, and made compatibile with gamepads
     
    - Added a radial menu for reloading firearms and spare magazines.
     The menu is displayed after holding down the Reload key (or controller button) for half a second.
     The "Display reloading radial menu immediately" Accessibility option changes this behavior so the
     menu is displayed immediately.

    - Added a command to the item context menu and reload radial menu to unload all rounds from non-magazine type guns, like revolvers.
    - Changed "Rack" to "Unload Round" for non-magazine type guns.
    - Added StaticModel to RadioMag, MechanicMag, and BookMechanic items.
    - Rebuilt Tiles pack - this should include thinner log walls to help with cutaways, and also remove the random red dots on some tiles hopefully
    - Bar Taps now movable.
    - Taking dirt, gravel or sand from a square it was previously placed on now both removes it and restores the previous floor sprites.
    - Added Flip flops and Fannypacks. The latter can be worn on front or back.
    - Equipped bags with tint now have a tinted icon in the right panel (where backpacks are).
    - Tooltips of equipped bag on the right panel now show the name of the bag.
    - Added briefcase.
    - Added Mash's new overlay sprites (fridges, stoves, seats, etc).
    - Added a different icon to the vehicle radial menu for refueling from a pump at a gas station.
    - Play an animation when grabbing a corpse from the ground.
     
    NEW VEHICLE STUFF
     
    - Memory Optimization: Vehicles use the same damage and rust textures, with a second UV channel.
    - Blood is drawn separately on the front, back and sides of vehicles to handle hitting zombies on different locations.
    - Blood intensity varies from 0.0 to 1.0 instead of using 2 different blood textures.
    - Draw blood on vehicle windows before the damage texture, to avoid blood covering holes in windows
    - Blood is added to the front and back of vehicles when hitting zombies.
    - Blood is added to vehicle windows zombies are attacking.
    - Updated vehicle-blood textures.
    - Added "Wash Vehicle" context-menu command to remove blood from vehicles.  Requires water.
    - Play the blowtorch sound and use the blowtorch animation when dismantling vehicles.
     
    COMPOSTING
     
    - Added "Set Compost" command to the "[DEBUG] Objects" context menu to set the amount of compost in a composter.
    - Added a context-menu command for adding compost from a Compost Bag to a composter.
    - Partial amounts of compost may be taken into empty Sacks and partly-empty Compost Bags. Previously the player could only take a full 10 units of compost at a time.
     
    MODDING
     
    - enabled previously added worldflares system
     
    TWEAKED FEMALE MODELS
     
    -adjusted female mesh around the arms
    -re-exported female clothes
    -re-assigned Vest_BulletCivilian.xml to point to correct famale mesh
     
    UI IMPROVEMENTS
     
    - Renamed "Quit" "Quit To Menu".
    - Moved "Quit To Desktop" below "Quit To Menu" to match the order of buttons in the main menu.
    - Moved "New Character" above "Quit To Menu".
    - Replaced Yes/No comboboxes in the Display options with checkboxes.
    - Moved the Delete button to the left of the New and Play buttons in the Last Stand player-select ui, to match other uis.
    - Sort beard and hair styles by name in the character-creation ui.
    - Changed the Yes/No "Chest Hair" combobox to a checkbox in the character-creation ui.
     
    CONTROLLER IMPROVEMENTS
     
    - Added an Accessibility option for choosing how the shoulder buttons switch containers in the inventory and loot windows.
     
    COMMUNITY TRANSLATION IMPROVEMENTS
     
    - Translations for map titles can be specified by adding a file named title.txt in the same folder as description.txt.
     For example, media\lua\shared\Translate\FR\Muldraugh, KY\title.txt. The file should contain a single line with the translated map name.
    - Fixed missing Last Stand translations.
    - Improved and standardised English language presentation.
    - Added translation for "Type 1" etc clothing texture choices in the character-creation ui.
    - Added IGUI_ClothingName_XXX translations separate from Tooltip_clothing_XXX (Dirty, Wet, etc).
     
    BALANCE
     
    - Made skill magazines take 10 minutes to read, equivalent to reading 5 pages of a skill book.
    - Made short fence doors hoppable and never locked.  They can be hopped over using the context menu, holding the E key,
     or pressing the B controller button.
    - RMC Mildew/Insecticide Spray (full) shows option to Make Flies Cure if there is an empty spray can available
    - Partially-loaded gun magazines are reloaded when the reload key is pressed, if there are no other non-empty magazines in inventory.
     A full magazine is ejected without reloading it.
    - "Fill All" Option for multiple bottles etc
    - Bleach turns into "Empty Bleach Bottle" when consumed (previously it disappeared).
    - Added "Bleach Bottle With Water" that holds twice as much water as a pop bottle (and weighs twice as much).
    - Food items that turn into empty items when fully consumed (such as Orange Soda and Bleach) become lighter depending
     on the amount remaining.
    - Lowered lights on character.

    FIXES
     
    - Fixed mod .pack files being loaded too late, resulting in missing item textures.
    - Fixed ModelManager.RenderSkyBox() binding the wrong FBO.
    - Fixed perk name translations not changing when the display language is changed.
    - Fixed window frames becoming non-interactive after installing a window. For example, it wasn't possible to plaster a crafted window frame after putting a window in, until the game was reloaded.
    - Fixed parse errors not being displayed in the Lua debugger Errors window.
    - Fixed 1x1 NormalGlasses.png textures looking transparent if clothing textures were updated when the game wasn't zoomed all the way in.
    - Fixed Texture.getUVScale() allocating a new Vector2 each call.
    - Fixed Dye Hair doing nothing when the item isn't in the player's inventory already.
    - Fixed translations not being reloaded after quitting to the main menu.
    - Fixed lua error climbing over a tall fence with a bag in hand selected in the inventory window.
    - Fixed short metal pole fence being thumpable.
    - Fixed Bag_NormalHikingBag model not appearing in the player's hands.
    - Fixed not blacking out part of the screen when a splitscreen is loading.
    - Fixed invisible player 1 when loading a splitscreen game with a controller.
    - Fixed makeup and foraging uis not being removed when a player dies.
    - Fixed context-menu tooltips displaying "Hold E" when "Tap E" will suffice for climbing through.
    - Fixed the wrong "get up" animation playing sometimes when the player trips while sprinting through trees.
    - Fixed the wrong node name being displayed in the Anim Monitor debug ui sometimes.
    - Fixed using a door or window behind the player when there is a useable vehicle door in front of the player.
    - Fixed a new "empty trash" dialog box appearing each time the "Delete All" button is clicked.
    - Fixed lua error when inspecting clothing when the tailoring ui is already visible.
    - Fixed being able to rotate multi-tile furniture so that parts clip through walls and closed doors.
    - Fixed 'Police Sign' at proper height when trying to place.
    - Fixed Radio messages not showing last part of line when weather interference applied.
    - Fixed propane-bbq-with-tank sprite being a movable now so it can show the info panel.
    - Fixed warning about missing IGUI_SkinTemperature translation.
    - Fixed holding E doesn't climb over short IsoThumpable fence doors (it only worked for IsoDoor).
    - Fixed the player tripping and getting back up instead of falling when attacked by a zombie while climbing through a window, when
     there is no floor on the other side of the window.
    - Fixed the player playing a hit-reaction animation after tripping and getting back up when attacked by a zombie while climbing through a window.
    - Fixed zombies eating corpses from far away sometimes.
    - Fixed tile properties on several mirror sprites (they were missing attachedN/S/W/E properties).
    - Fixed table lamps sometimes hanging off the edge of furniture. This is done by restricting table lamps to face the same direction as required by the furniture-moving tool.
    - Fixed NullPointerException in IsoPlayer.updateDirt().  This occurred when loading a sleeping splitscreen player.
    - Fixed the player getting stuck after walking into an upside-down vehicle.
    - Fixed Salad and Vitamins not displaying a model when consumed.
    - Fixed both halves of a two-tile oven being activatable separately.
    - Fixed the vehicle radial menu "Open Hood" command not displaying the mechanics ui afterwards.
    - Fixed the vehicle hood not being closed automatically after opening the mechanics ui through the radial menu.
    - Fixed sprinter zombies sometimes skipping the getting-up animation after tripping.
    - Fixed sprinter zombies not being considered "on the ground" after tripping.
    - Fixed not being able to fix the new firearms.
    - Fixed firearms without chambers (such as revolvers) spawning with +1 round in the non-existent chamber.
    - Fixed OutOfMemoryError errors due to unreleased texture memory.
    - Fixed rain turning horizontal when windSpeed 0 and zooming
    - Fixed vehicle windows sometimes being left with 0 condition without being destroyed (InventoryItem wasn't set to null).
    - Fixed vehicle windows taking twice as much damage from zombie attacks.
    - Fixed zombies only damaging the vehicle window the player was sitting next to.
    - Fixed the player model becoming a blob when switching between male and female in the character-creation ui.
    - Fixed the character-creation ui male/female combobox being permanently highlighted when not using a controller.
    - Fixed a few typos in DynamicRadio_EN.txt
    - Fixed reversed bumper mask colours for the vans and pickups
    - Fixed animation events being skipped sometimes when an animation loops.
    - Fixed the Reloading skill not affecting the speed of putting bullets in or removing bullets from a magazine.
    - Fixed (maybe) insert-bullet and remove-bullet sounds not syncing well with the magazine reload/unload animations.
    - Fixed evolved recipes not being displayed in the crafting ui when the Filter All checkbox is ticked.
    - Fixed a lua error in the crafting ui when an evolved recipe has non-food item ingredients. (Prepare Beverage uses Sugar, for example).
    - Fixed an infinite loop when saving multiple items of the same type in a container. (This happened when saving two corpses in a container.)
    - Fixed reloading an empty magazine and putting it back into the gun after using the Eject Magazine context-menu command. Refactored parts of ISLoadBulletsInMagazine.lua into ISUnloadBulletsFromMagazine.lua.
    - Fixed using the wrong facing direction when calculating player aim. (The effect of this bug was that zombies that should have been in the aim cone based on the direction the player was aiming with the cursor-thingy were missed sometimes.)
    - Fixed being able to shove zombies behind the player while still turning. It was using getForwardDirection().
    - Fixed StashDescriptions using non-existent containerItem Base.Duffelbag item.
    - Fixed zombies eating corpses through doors, walls and windows.
    - Fixed the player's inventory not being redisplayed when attaching or detaching items from the hotbar.
    - Fixed wrong "job type" being displayed in the vehicle-mechanics ui sometimes.
    - Fixed some elements of fence hiding logic
    - Fixed certain items losing their "favorite" status
    - Fixed breaking Metal Barricades having a woody sound
    - Fixed Antique stove not having fuel timer
    - Fixed non-clothing items being stored on clothing racks
    - Fixed Boots not protecting against bites/scratches
    - Fixed not being able to "Rip" a "Long Dress"
    - Fixed V-Neck Sweater Vest protecting forearms.
    - Fixed state change not respecting partial consumption of foods
    - Fixed Fish Fillets (cooked) found in-game having no calories to them
    - Fixed caught animals weight should not having any variation
    - Fixed the player not facing objects while painting them.
    - Fixed not being able to paint non-carpentry objects using a controller.
    - Fixed highlighting of stacked crates when choosing one to paint using a controller.
    - Fixed where the player stands when painting a crate.
    - Fixed invalid "require" statement in ISCampingInfoAction.
    - Fixed Boredom, stress and unhappiness increasing while reading literature which reduces those stats. This was changed for people playing with longer day lengths in sandbox games.
    - Fixed the version of Java used in popman/src/doJNI.bat.
    - Fixed untranslatable new hairstyles.
    - Fixed issues with saved outfits in the character-creation ui.
     - Translated names of clothing items were saved, which breaks when the display language changes.
     - The selected texture (color of Baseball Cap for example) wasn't loaded properly.
     - The wrong skin color was saved after clicking the Randomize button but not selecting a skin color from the combobox.
    - Fixed using an EmptySandbag with items in it when taking dirt/gravel/sand or compost. Compost Bag now uses the EmptySandbag model when equipped.
    - Fixed not being able to steer or brake a vehicle when the engine shuts off while driving.
    - Fixed equipping a Trowel in both hands when taking dirt/gravel/sand.
    - Fixed the iso-cursor flashing after playing the tutorial.
    - Fixed untranslated string in the inventory window when unloading bullets from a firearm.
    - Fixed wet towels not drying any faster in a Clothing Dryer.
    - Fixed lua error pressing the reload key the first time while equipping a firearm.
    - Fixed a few IsoObject fields not being reset to default values after releasing an object.
    - Fixed missing 3D model for the HotDrink item.
    - Fixed titles issue by adding UIFont.Title which is used for titles in the main menu.  This is used instead of UIFont.Cred2 because some languages can't display all characters with UIFont.Cred2.  For these languages, UIFont.Title is the same as UIFont.Large.
    - Fixed not skipping the UTF-8 Byte Order Mark when reading description.txt and title.txt map translation files.
    - Fixed some confusion about which equipped item to use for flashlight cone width, etc. If there is an active light in both hands, the right-hand item has priority. This can be fixed later to allow multiple active lights, not just in the hands, for headlamps, etc.
    - Fixed the appearance of the ui with offscreen rendering enabled not matching the appearance when offscreen rendering is disabled. A long-standing issue has been the alpha values not being the same between the two methods.
    - Fixed incorrect use of SandboxVars.NatureAbundance is ISFishingAction.lua.
    - Fixed rounding of floating-point display values in some places.
     1) Bite and scratch chance in the clothing protection ui.
     2) When gaining XP from TV broadcasts.
     3) Tire pressure is rounded to one decimal place instead of three in the mechanics ui.
    - Fixed not drawing the same background texture behind "halo" notes as is drawn for speech text above the player's head.
    - Fixed crawling zombies turning too quickly sometimes. This was due to WalkTowardState calling setForwardDirection() when there was still turning to do. (Turning is still herky-jerky due to not having deferred rotation in the turning animations. Crawling zombies still turn "instantly" in PathFindState, but not in WalkTowardState.)
    - Fixed lua error saving character clothing in the character-creation ui with non-English languages.
    - Fixed furniture moving and disassembling actions not finding tools in bags.
    - Fixed furniture disassembling equipping a Welding Mask in the hand instead of wearing it.
    - Fixed playing the hammering sound when disassembling furniture with a blowtorch.
    - Fixed dismantling vehicles equipping a Welding Mask in the hand instead of wearing it.
    - Fixed hotbar items stacking with non-hotbar items in the inventory window.
    - Fixed the divider line between equipped and unequipped items sometimes being drawn in the wrong place.
    - Fixed seeds not being taken from bags when planting crops.
    - Fixed an equipped empty water-container item remaining in the hands after taking water from a sink/etc.
    - Fixed vehicle containers not being displayed in the loot window sometimes.
    - Fixed farming lua error by moving all seeds of the same type from a bag when planting crops.
    - Fixed double-clicking an individual weapon in an expanded stack not equipping or unequipping it.
    - Fixed double-clicking a stack of weapons equipping each of them in turn.
    - Fixed double-clicking an equipped weapon unequipping it instantly and not redisplaying the inventory.

    ANIMATION SYSTEM FIXES
     
    - Reverted changes to getSkinTransformData() and resetSkinTransforms().
     Each AnimationPlayer can have multiple active SkinTransformData objects (one per clothing model, for example).
    - ModelInstance.reset() shouldn't call "Pool.tryRelease(AnimPlayer)" because AnimationPlayer is owned by IsoGameCharacter.
     Multiple ModelInstances (clothing models for example) all point to the same AnimationPlayer.
    - Fixed exception in PZArrayUtil.newInstance() when the new array is smaller than the one being copied.
  9. Like
    NorthRoad got a reaction from Legoland99 in Snow DaZe   
    Looks great! Glad to see so much progress on this game made lately. Good job, guys
  10. Like
    NorthRoad got a reaction from Massi in Small but Important Suggestions Thread   
    829. To go with the new weather system, a chance that when there's a thunderstorm, lightning can strike an urban area and cause a fire. To be fair, should perhaps be a rare, maybe even limited event like the helicopter.
  11. Like
    NorthRoad reacted to PriMan in Enhanced Vehicles (WIP)   
    Enhanced Vehicles (WORK IN PROGRESS) 
     
    Hello members!
    Today i want present you a our modification for Project Zomboid. 
    We are decided to change default cars for more detailed and realistical.
    Our team make a new models and textures based on realistical vehicles of 90's.
    About progress, we will inform you at this topic. Thanks for you'r attention.
     
    Chevrolet Caprice 1992
    1. First car in our modification - Police Cruiser and Park Ranger Sedan replaceble at model based on Chevrolet Caprice 1992. We are already complete a model and main textures. 
     






     
     
     
     
     
     
     
  12. Like
    NorthRoad reacted to PriMan in Enhanced Vehicles (WIP)   
    Today we make a first release of our modification and upload it at workshop.  
    Now you can subscribe and test it: https://steamcommunity.com/workshop/filedetails/?id=1373265262
     
    Known Issues: Textures of light, damage and corrosion do not work at this time. If you know how to solve this problem, let us know. We will be very thankful.
     


  13. Like
    NorthRoad 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.
  14. Like
    NorthRoad got a reaction from grammarsalad in Small but Important Suggestions Thread   
    829. To go with the new weather system, a chance that when there's a thunderstorm, lightning can strike an urban area and cause a fire. To be fair, should perhaps be a rare, maybe even limited event like the helicopter.
  15. Pie
    NorthRoad 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.
     
     
  16. Like
    NorthRoad reacted to EUDOXIO in New Denver, BC (V2.1)   
    Hey Xeonyx! Dont you worry about the people asking for it, things are done when they are done, you have done an awesome work with new denver since the beggining, and im sure you will be doing it once you get better of that, anything can do to help, dont hesitate to ask.
     
    (Also on my thinking, i always have thought that tis should hire you to help ringo and mash :P)
     
    You are great!
  17. pillow
    NorthRoad reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    I apologize for the long period of disappearance, the past 6 months have been all over the place for me; I had to quit taking my antidepressants because of their highly unpleasant side effects which threw me for a loop, then during part of the withdrawal phase, I got shingles; which seems like the best way to describe it was like being punched by a "Saturnite Fist Super-Heated" over and over again (Woot, Big MT).  Needless to say it hasn't been great for me the past while. 
    Anywho, what I'm getting at is that since I quit anti-D's, I've been having a really hard time focusing on figuring out mapping issues that need hammering out.  I'm starting to think I need somebody to do this stuff for me because I cant seem to figure these things out anymore.  I'm having a hard time figuring out what to say right now other than that I need some extra hands working on this, I really want this map up to par with the rest of the maps here and every day I try to figure it out and get easily flustered, then extremely depressed; then I see the ever increasing amount of people asking when the update is, which leaves me feeling stupid and useless when I dont work on it. 
    Sorry to go on about it, it's no ones fault for asking when it would be updated, it's not like they know what goes on in my life, I'm no blogger, hell I'm barely social anymore.  
    So in conclusion; I need someone to help me with this map, I want to start working on a small 4-6 cell map mod, but the responsibility to get this map updated comes first.
  18. Spiffo
    NorthRoad reacted to Faalagorn in Some food not marked obsolete are not obtainable in game   
    I have reported the issue some time ago, back when nutrition was being tested, but there are a few items currently in game that are not present in any of the lua files nor are not obtained from any recipe, meaning they can't be obtained in game with any regular means – these are:
    From items.txt:
    Dough (Dough)
    not to be confused with BreadDough (currently called simply "Bread" in game) which uses Dough icon and they have the same nutrition value filled by @RobertJohnson back then. It's a remnant of the food recipes before evolved recipes arrived, so probably could be marked as OBSOLETE – however SpiffoBot at Discord still lists some (non-vanilla) recipes for it when asked for it. DoughRolled (Rolled Dough)
    also remnant from the old food recipes, but this time SpiffoBot lists no recipes. BakingTrayBread (Baking Tray with Bread)
    ditto – to keep the name in style with other items it should also be called "Baking Tray with Bread". GrilledCheese (Grilled Cheese Sandwich)
    remnant of the past – this doesn't spawn anywhere, but it's used in Hydrocraft it seems – this item doesn't have any nutrition values in vanilla game at least and is the only item that explicitly have DangerousUncooked = FALSE flag set. it is also the only remaining item that satiates whooping 80 hunger. RamenBowl (Bowl of Ramen Noodles)
    No longer used since evolved recipes.  
    From newitems.txt:
    CookieJelly (Raspberry Shortbread)
    Doesn't spawn anywhere and is not used in any recipes. Have unique artwork and everything including nutrition filled. CookieChocolateChip (Cookie)
    ditto. Candycane (Candycane)
    ditto.  
    From farming.txt:
    BloomingBroccoli (Seeding Broccoli)
    remnant of the old farming at the time it was still a mod? Have the same nutritional value as regular Broccoli.  
  19. Spiffo
    NorthRoad reacted to EnigmaGrey in RELEASED: 39.67.5   
    First patch for the vehicles build!
     
    [NEW]
    Changed default UI Render FPS to 20.
    Added Linux version of libPZBullet64 without OpenGL for headless servers.
    Added proper physics to open double doors.
    Added "Pan camera while aiming" display option.
    Cell grid now drawn in the lua debugger map.
    Pressing 'T' in the lua debugger map now teleports player 0 to that location.
    Added the ability to smash the car window that a player is facing using right click in the car's context menu.
    Added "remove vehicle" using the right click context menu if you are in debug or an admin.
    Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
    Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
    Added PZBullet and trove.jar to various Steam build scripts.
    Added 32bit PZBullet for Linux
    Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
    Dirty Rags may be used as tinder or fuel in campfires.
    Vehicle key is returned to the keyring it came from when removing it from the ignition.
    Added better support for large fonts - for example with the Big Freakin' Fonts mod.
    Replaced the placeholder car battery charger.
    Size and position of the crafting and vehicle-mechanics UIs now saved.
    The vehicle mechanics window can be resized vertically.
    The crafting UI is resizable and supports large fonts better.
    Added correct Mechanics skill icon

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

    [BUG FIX]
    Fixed VOIP not working.
    Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
    Fixed client doing collision checks for zombies that should only be done on a server.
    Fixed zombie positions not updating on the client correctly.
    Fixed zombie animations not updating on the client when near a vehicle.
    Fixed trove.jar not being on Mac StartServer scripts.
    Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
    Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
    Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
    Fixed linux issues by rebuilding Linux libZNetJNI64.so
    Fixed "Auth failed response" message on server when a client disconnects.
    Fixed issues around server sending map_zone.bin to clients.
    Fixed pzbullet/CMakeLists.txt
    Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
    Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
    Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
    Fixed longstanding visual glitch when climbing over something onto a staircase below.
    Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
    Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
    Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
    Fixed line spacing in the in-game changelog.
    Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
    Fixed missing RCON .class files.
    Fixed clothes becoming dirty even if the sandbox option was disabled.
    Fixed some debug messages players don't need.
    Fixed checking doors to enter a vehicle checking hood/bonnet.
    Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
    Fixed car batteries being created at 50% charge on most spawns.
    Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
    Fixed VehicleInterpolationData objects not being reused.
    Fixed in-game changelog not displaying changes to previous versions of the game.
    Fixed issues with vertical force to vehicles after collisions with objects/zombies.
    Fixed vehicle headlights being slow to turn on and off.
    Fixed vehicle positions not updating for passengers after a collision.
    Fixed Multi-core rendering not working on Linux.
    Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
    Fixed seeing key icon above another player's head when near a vehicle.
    Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
    Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
    Fixed small car's plate number being stretched.
    Fixed flat building roofs being hidden when the player was obscured by player-built floors.
    Fixed roof on lot_house_small_36.tbx.
    Fixed a missing wall in a house near 13814,4682.
    Fixed trunk capacity not always updating when it should on the client.
    Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
    Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
    Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
    Fixed client not updating vehicle stats when part condition changes.
    Fixed Linux server failure with libPZBulletNoOpenGL*.so
    Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
    Fixed translation for "You failed to produce any usable materials" not being used.
    Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
    Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
    Fixed crafting UI appearing in the main menu if the assigned key is pressed.
    Fixed VehicleManager error when more than 64 players are connected.
    Fixed error compiling ProjectZomboid.exe with UNICODE defined.
    Fixed both halves of a grave not being destroyed when using a sledgehammer.
    Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
    Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
    Fixed not being able to hop over fences using the controller B button above ground level.
    Fixed not being able to climb down sheetropes when tapping the 'E' key.
    Fixed remote players juddering up and down while climbing sheetropes.
    Fixed display not updating when climbing sheetropes.
    Fixed player not facing fence/window when adding/removing sheetropes.
    Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
    Fixed double-tile carpentry objects (like Bed) not consuming materials.
    Fixed scrollbars not working in the options ui when a controller was active.
    Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
    Fixed aspects of many UIs to handle different font sizes.
    Fixed font-rendering bug.
    Fixed UI not updating when an error occurs setting vsync.
    Fixed the crafting UI constantly setting the help text for the info-button window.
    Fixed ISModalRichText updating when not visible and not being centered on screen.
  20. Like
    NorthRoad reacted to hundle in Ice Box - Power-free refrigeration   
    I think it would be cool if there were an ice-box in game. It would need to be filled with ice of course. The main difficulty would probably be implementing the ice.
     
    These might be prohibitively difficult, but I can think of a few ways to get ice during the winter:
    1) Foraging. Ice would appear in your inventory just like a stone or twigs.
    2) Leaving water outside, e.g. in a pot.
    3) Cutting ice from a body of water. Maybe right-clicking a lake or river with a saw or an axe in your inventory.
     
    Ice could be used to fill an ice box. With enough ice, players might be able to store food year-round. Ice might also be used to reduce pain from certain injuries.
  21. Like
    NorthRoad reacted to Dr_Cox1911 in Ice Box - Power-free refrigeration   
    I started this a few weeks back. Instead of ice I used the coldpacks shipped with the game. Unfortunately I hit a rather big problem that I couldn't fix: Upon loading a save you would need to remove and add the coldpacks to every cold box again in order to gain the cooling effect again.
     
    EDIT: This get's more a must-have-feature once vehicles finally drop in the normal build. Would be damn nice to have some boxes in your car for proper "safehouse-cars".
  22. Like
    NorthRoad reacted to Ʀocky in Buldings for Wild West   
  23. Like
    NorthRoad reacted to Tails in RELEASED: IWBUMS Build 39.67.3   
    the Dash Bull Driver should not need a back up beeper since its a truck and not a industrial vehicle.
  24. Like
    NorthRoad reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    39.57 released! Due to some last minute confusion about which build could go out, and the late time I don't have a full changelist. The highlights are covered in the blog though.
     
    We'll edit this post with changelists in the next day or so.
  25. Like
    NorthRoad got a reaction from basedpraetorian in Small but Important Suggestions Thread   
    The spawn rates of sacks and barbed wire should be greatly increased or else there should be a way to craft them. As is, barbed wire fences and gravel/sandbag barricades are pretty much impossible to make in any large quantities (unless I'm missing something).
     
    Paint and plaster spawnrates should be increased too. They only have aesthetic uses in base building, but it takes large quantities of them to do much of anything that are near impossible to find on default survival settings.
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