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zakarum

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  1. Pie
    zakarum got a reaction from Red Wolf in [41.73] [Single/Multiplayer] Typos in vanilla distribution files   
    Itemized.

    1)FishingLure
    Distributions.lua, Line 1001, under Outfit_Fisherman

    Should be either FishingTackle or FishingTackle2.
     
    2)Golfball
    Distributions.lua, Line 1077, under Outfit_Golfer
     
    Should be GolfBall.

    3)Icepick
    Distributions.lua, Line 1126, under Outfit_Inmate
    Distributions.lua, Line 1139, under Outfit_InmateKhaki
     
    Should be IcePick.
     
    4)Radio.CDPlayer
    Distributions.lua, Line 1485, under Outfit_Student
    Distributions.lua, Line 1594, under Outfit_Varsity
     
    Should be Radio.CDplayer.
     
    5)Lightbulb
    ProceduralDistributions.lua, Line 15778, under RandomFiller
     
    Should be LightBulb.
     
    6)Mov_brokenglass
    Distributions.lua, Lines 59 to 62
    ProceduralDistributions.lua, Lines 1408 to 1411

    This is about "Mov_brokenglass_1_0", "Mov_brokenglass_1_1",  "Mov_brokenglass_1_2", "Mov_brokenglass_1_3". These 4 items do not exist. Dunno what should be in place. Perhaps something like Moveables.brokenglass_1_1?
     
    EDIT:
    7)Rubberband
    ProceduralDistributions.lua, Line 8270

    Should be RubberBand.
  2. Spiffo
    zakarum got a reaction from Pandorea in [41.73] [Singleplayer] |ClothingRecipesDefinitions["FabricType"]["Cotton"].tools = "Base.Scissors"| not working   
    Oh... my bad then. I misinterpret it all and made a basic mistake. Sorry about it.
    It works, need to be in the recipe rather than where I was looking for.
  3. Pie
    zakarum got a reaction from Pandorea in [41.73] [Single/Multiplayer] Typos in vanilla distribution files   
    Itemized.

    1)FishingLure
    Distributions.lua, Line 1001, under Outfit_Fisherman

    Should be either FishingTackle or FishingTackle2.
     
    2)Golfball
    Distributions.lua, Line 1077, under Outfit_Golfer
     
    Should be GolfBall.

    3)Icepick
    Distributions.lua, Line 1126, under Outfit_Inmate
    Distributions.lua, Line 1139, under Outfit_InmateKhaki
     
    Should be IcePick.
     
    4)Radio.CDPlayer
    Distributions.lua, Line 1485, under Outfit_Student
    Distributions.lua, Line 1594, under Outfit_Varsity
     
    Should be Radio.CDplayer.
     
    5)Lightbulb
    ProceduralDistributions.lua, Line 15778, under RandomFiller
     
    Should be LightBulb.
     
    6)Mov_brokenglass
    Distributions.lua, Lines 59 to 62
    ProceduralDistributions.lua, Lines 1408 to 1411

    This is about "Mov_brokenglass_1_0", "Mov_brokenglass_1_1",  "Mov_brokenglass_1_2", "Mov_brokenglass_1_3". These 4 items do not exist. Dunno what should be in place. Perhaps something like Moveables.brokenglass_1_1?
     
    EDIT:
    7)Rubberband
    ProceduralDistributions.lua, Line 8270

    Should be RubberBand.
  4. Spiffo
    zakarum got a reaction from friedmandesigns in 41.66 released   
    That's great! Eagerly waiting for the update to drop on GOG.
  5. Like
    zakarum reacted to nasKo in 41.66 released   
    Changes from 41.66 Unstable to 41.66 Stable are marked with an asterisk ( * ), you can CTRL+F for it.
     
    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. 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.  Fixed double-door opening and closing not being synced properly in multiplayer. * Fixed desync when a player heals via "godmode" at the same time as a character dies. * Fixed SafetyToggle timer speed and SafetyCooldown logic. *

    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. Increased speed of mouse-wheel scrolling in the Survival Guide. * 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 several new items, mostly flavour. Plushies (friends of Spiffo), Boardgames, Poker Chips, Peppermint, Potato Pancakes. Some of them do not have 3D models attached to them yet. * Also added Beans. And Perogies. Added OnCreate item script property. Updated max values for HoursForWorldItemRemoval and HoursForCorpseRemoval sandbox settings. *
     
    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 fences. 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.  

    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 capacity - 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 splitscreen icon syncing. Fixed picking up forage icons with controller in splitscreen. 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 splitscreen 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 splitscreen support. Sync forage item poison values in splitscreen co-op. Fixed a bug when co-op player simultaneously picks up items in ISForageAction  
     
    ANIMS/MODELS 
     
    Fixed boxing gloves 'hole' on the back of the hand issue. * Fixed Poncho showing no legs by capping the bottom. * Fixed Bullet Vest clipping with some other clothing items. * First pass on fixing underlying mesh on female, clipping Leather Jackets. *  

    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 Fixed ClothingItemExtra script property not working for items that aren't in the Base module.*  

    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. Fixed sound bug with cars when the player would have cruise control set and would then switch seats by pressing Z mid-drive (default keybind dependent on keyboard language).* Fixed double "Place Item" options for: Radio, Battery Charger, PortaDisc. * Fixed not being able to interact with a Radio that was placed as a 3D item. * Fixed "Investigate Area" tooltips being displayed at the mouse pointer position when using a controller. * Fixed player character holding a Newspaper model in hand when reading the in-game map. * Fixed possible exception due to a vehicle not having an Engine part but the engine is running. * Fixed cases where a player would be able to start the game before "Click to Start" appeared, causing errors. * Fixed a case where players were able to grab items through closed/barricaded windows. * Fixed a bug with the mediadata converter that caused all tapes to have incorrect colored text colours. * Fixed the LootRespawn and SeenHoursPreventLootRespawn sandbox options not being displayed in the single-player sandbox settings UI. * Fixed the SeenHoursPreventLootRespawn sandbox option not being displayed in the single-player and multiplayer sandbox settings UIs. * Fixed missing food types in Evolved Recipe items. * Fixed Search Mode / Foraging being usable in the Tutorial scenario. * Fixed "Foraging has changed" warning from right-click context menu still being there. *  
  6. Spiffo
    zakarum got a reaction from Thuztor in [MOD] Are We There Yet? - A "navigation" mod   
    You woke up. Zombies are outside. The apocalypse is here. Wait - where is "here", exactly?

    The purpose of this mod is to help with navigation. Currently in the vanilla game there are a few road signs near a few localities but they are easy to miss - and you get no help if that happens. If you forget your spawn city, or if you spawn in a trailer park, chances are you have no idea where you are. Veteran players will have an easier time but I still find myself getting lost. Without a "whole game world map" map mod, the best way to navigate is to use the Project Zomboid Map Project - very useful, but can spoil natural discovery, and is currently a bit outdated. Using a minimap or GPS mod can also be "vanilla unfriendly" so I made this mod.


     
    Currently, not a lot!  Quite a bit, actually. What this mod adds is a small, "current location" indicator in the screen. It appears and disappears when pressing the 'F8' key and it shows where you are, if it's one of the currently supported locations. And now it has pretty and immersive graphics! The current version, however, only natively supports 1920x1080 - anything else and you will see just a road sign with no text. This is a known issue, trying to figure out how to fix it. Meanwhile you can read the FAQ to learn how to try and fix the resolution problem to your specific resolution.


    This is what the mod looks like in-game as of version 0.2. I'm assuming you passed through a few road signs on your way here and still remember where you are, right?
     
    The mod supports all vanilla locations (except stuff that's meant to be hidden and farmlands), as well as all paved roads. Sand and gravel roads are not supported (intended). All roads have names - meaning you can know where you are better. Crossroads usually have signs like the picture above, indicating the rough direction of points of interest. If you don't know what direction you are facing in-game, I recommend using a Compass Mod. 
     

    The above map is a EZ Country Map with crudely painted roads to show the roads layout. You can click it to make it bigger.
     
    There's also some supported mods - meaning they add new locations in the map and they will be named in the game. The currently supported mods are:
    Fort Redstone Fort Knox (huge work - 99% of the streets have names. Localities also have names, so you know if you are in a theater or barracks) West Point Expansion (Name in the game is West Point - Salt Ridge) Snake's Mods South Muldraugh Factory - known in-game for lore reasons as Brandenburg Control Point - Factory Riverside Gunstore - known in-game for lore reasons as South Riverside Military Complex All 3 locations of "Pimp My Ride" (aka Taller Mecanico) - they are known in game as Snake's Auto Garage  

     
    The "current location" indicator will show "outskirts" for any non-defined areas. If you are deep in the forest or that farm upstate, or if you are in a city from a (unsupported) map mod, you will have no clue where you are.
     

     
    Using a heavily modified (read: my code is spaghetti) Coordinate Viewer and Horizon Clock lua code (all credit to RoboMat & Turbotutone (& Mist) & Thuztor) I define areas based on X and Y coordinates. Once you step inside one of pre-defined area "squares" (sometimes rectangles) your location is updated and shown. If you step out, you are back in the "outskirts". Areas are usually a bit bigger than their built area and usually encompass a bit of the highway/local road, so the player has a better idea when to turn and enter the city or what place they are approaching.
     

     
    The mod is currently somewhat visual - there's a sign in the bottom left of your screen. I would like to improve that, adding different graphics that change depending on the type of road you are (such as highway, road, street). Before this, however, I need to figure out to make everything re-sizable and not use different "functions" to draw text and image.

    Something else that would be nice is figuring out how to use the game "zones" in this mod - so if you are deep in the forest, it would tell you. If you are in the rural lands, it would tell you. It could also mean making things more "dynamic" so we could have "Riverside (Industrial)" as a region and add dynamic, generic support for map mods.


    No one really asked me anything, just trying to anticipate questions here.
     
    Q: Any known conflicts?  A: Not that I know of. It might conflict with any mod that uses Coordinate Viewer/Horizon Clock code but I'm not sure. Tried my best to differentiate so they wouldn't clash, but I'm shit at Lua. Needs testing.  
    Q: How did you decide on the names for the roads/streets? A: I use the names of real roads and streets in the region, as well as highways. As the map isn't a perfect reproduction of the current Knox county, sometimes roads don't exactly match their IRL counterparts.  
    Q: Help, I can see the sign but not any text! A: There's 2 known reasons for this - either you are playing in a resolution different than 1920x1080 or you pressed F8, disabled the sign and reactivated again. If the problem is the latter, in that case, pressing F8 a few more times will solve it - eventually text and image will be back. If the problem is the former (non 1080p resolutions)  then the only solution is going to the AWTY.lua file and changing the values in SCREEN_X and SCREEN_Y until the text appears in the game. Sorry, it's a bother, but I don't know how to fix it and I'm still working on a solution.  
    Q: Does this mod support MP/Split-screen Co-op? A: Likely no. I don't know how to add support to either. Sorry.   
    Q: Are you adding this to the Steam Workshop? A: Not in a million years. I own the game on GoG, not on Steam. I don't have access there and I'm forced to pirate mods from Steam.  
    Q: Can I use this in my mod? A: Yes! Feel free to. Just remember to credit RoboMat & Turbotutone & Thuztor too, since I'm mostly basing my code on theirs. And me.  
    Q: Can I add this mid-game? A: Yep, should be safe to add and/or remove mid game.  
    Q: How to disable the "current location" indicator? A: Press F8 on your keyboard. Pressing F8 again will show the current location again. Note this is a bit buggy in the current (0.2) version for reasons so you might need to press it some 3 times for everything to reappear.   
    Q: How to install this mod? A: Unpack the AWTY folder in your [your OS drive letter]:\Users\[yourusernamehere]\Zomboid\mods   
    Thank you for coming to my TED Talk. If you know Lua and can help me improve my code, feel free to post it here. Hope this helps somebody!

    Non-forums Download:
    https://www.dropbox.com/s/i7vb02rveo0axbs/AWTY v0.2.7z?dl=0
     
     
    AWTY v0.2.7z
  7. Like
    zakarum got a reaction from Tchernobill in [MOD] Are We There Yet? - A "navigation" mod   
    You woke up. Zombies are outside. The apocalypse is here. Wait - where is "here", exactly?

    The purpose of this mod is to help with navigation. Currently in the vanilla game there are a few road signs near a few localities but they are easy to miss - and you get no help if that happens. If you forget your spawn city, or if you spawn in a trailer park, chances are you have no idea where you are. Veteran players will have an easier time but I still find myself getting lost. Without a "whole game world map" map mod, the best way to navigate is to use the Project Zomboid Map Project - very useful, but can spoil natural discovery, and is currently a bit outdated. Using a minimap or GPS mod can also be "vanilla unfriendly" so I made this mod.


     
    Currently, not a lot!  Quite a bit, actually. What this mod adds is a small, "current location" indicator in the screen. It appears and disappears when pressing the 'F8' key and it shows where you are, if it's one of the currently supported locations. And now it has pretty and immersive graphics! The current version, however, only natively supports 1920x1080 - anything else and you will see just a road sign with no text. This is a known issue, trying to figure out how to fix it. Meanwhile you can read the FAQ to learn how to try and fix the resolution problem to your specific resolution.


    This is what the mod looks like in-game as of version 0.2. I'm assuming you passed through a few road signs on your way here and still remember where you are, right?
     
    The mod supports all vanilla locations (except stuff that's meant to be hidden and farmlands), as well as all paved roads. Sand and gravel roads are not supported (intended). All roads have names - meaning you can know where you are better. Crossroads usually have signs like the picture above, indicating the rough direction of points of interest. If you don't know what direction you are facing in-game, I recommend using a Compass Mod. 
     

    The above map is a EZ Country Map with crudely painted roads to show the roads layout. You can click it to make it bigger.
     
    There's also some supported mods - meaning they add new locations in the map and they will be named in the game. The currently supported mods are:
    Fort Redstone Fort Knox (huge work - 99% of the streets have names. Localities also have names, so you know if you are in a theater or barracks) West Point Expansion (Name in the game is West Point - Salt Ridge) Snake's Mods South Muldraugh Factory - known in-game for lore reasons as Brandenburg Control Point - Factory Riverside Gunstore - known in-game for lore reasons as South Riverside Military Complex All 3 locations of "Pimp My Ride" (aka Taller Mecanico) - they are known in game as Snake's Auto Garage  

     
    The "current location" indicator will show "outskirts" for any non-defined areas. If you are deep in the forest or that farm upstate, or if you are in a city from a (unsupported) map mod, you will have no clue where you are.
     

     
    Using a heavily modified (read: my code is spaghetti) Coordinate Viewer and Horizon Clock lua code (all credit to RoboMat & Turbotutone (& Mist) & Thuztor) I define areas based on X and Y coordinates. Once you step inside one of pre-defined area "squares" (sometimes rectangles) your location is updated and shown. If you step out, you are back in the "outskirts". Areas are usually a bit bigger than their built area and usually encompass a bit of the highway/local road, so the player has a better idea when to turn and enter the city or what place they are approaching.
     

     
    The mod is currently somewhat visual - there's a sign in the bottom left of your screen. I would like to improve that, adding different graphics that change depending on the type of road you are (such as highway, road, street). Before this, however, I need to figure out to make everything re-sizable and not use different "functions" to draw text and image.

    Something else that would be nice is figuring out how to use the game "zones" in this mod - so if you are deep in the forest, it would tell you. If you are in the rural lands, it would tell you. It could also mean making things more "dynamic" so we could have "Riverside (Industrial)" as a region and add dynamic, generic support for map mods.


    No one really asked me anything, just trying to anticipate questions here.
     
    Q: Any known conflicts?  A: Not that I know of. It might conflict with any mod that uses Coordinate Viewer/Horizon Clock code but I'm not sure. Tried my best to differentiate so they wouldn't clash, but I'm shit at Lua. Needs testing.  
    Q: How did you decide on the names for the roads/streets? A: I use the names of real roads and streets in the region, as well as highways. As the map isn't a perfect reproduction of the current Knox county, sometimes roads don't exactly match their IRL counterparts.  
    Q: Help, I can see the sign but not any text! A: There's 2 known reasons for this - either you are playing in a resolution different than 1920x1080 or you pressed F8, disabled the sign and reactivated again. If the problem is the latter, in that case, pressing F8 a few more times will solve it - eventually text and image will be back. If the problem is the former (non 1080p resolutions)  then the only solution is going to the AWTY.lua file and changing the values in SCREEN_X and SCREEN_Y until the text appears in the game. Sorry, it's a bother, but I don't know how to fix it and I'm still working on a solution.  
    Q: Does this mod support MP/Split-screen Co-op? A: Likely no. I don't know how to add support to either. Sorry.   
    Q: Are you adding this to the Steam Workshop? A: Not in a million years. I own the game on GoG, not on Steam. I don't have access there and I'm forced to pirate mods from Steam.  
    Q: Can I use this in my mod? A: Yes! Feel free to. Just remember to credit RoboMat & Turbotutone & Thuztor too, since I'm mostly basing my code on theirs. And me.  
    Q: Can I add this mid-game? A: Yep, should be safe to add and/or remove mid game.  
    Q: How to disable the "current location" indicator? A: Press F8 on your keyboard. Pressing F8 again will show the current location again. Note this is a bit buggy in the current (0.2) version for reasons so you might need to press it some 3 times for everything to reappear.   
    Q: How to install this mod? A: Unpack the AWTY folder in your [your OS drive letter]:\Users\[yourusernamehere]\Zomboid\mods   
    Thank you for coming to my TED Talk. If you know Lua and can help me improve my code, feel free to post it here. Hope this helps somebody!

    Non-forums Download:
    https://www.dropbox.com/s/i7vb02rveo0axbs/AWTY v0.2.7z?dl=0
     
     
    AWTY v0.2.7z
  8. Like
    zakarum reacted to Batsphinx in IWBUMS 41.55 released   
    41.55 Patch
     
    NEW

    - Added new 3D items + fixed some.
    - Added a context menu for choosing which CD/VHS to insert into the device (when using a controller)
    - Display CDs and VHS tapes in the Training Materials UI
    - Updated main-menu credits.
    - Updated community translations.

    ANIMS
    - Changed climb fence success anim to a quicker finish  
    - Tweaked climb fence fail  
    - Shaved off a few frames from Bob/Bob_StaggerBack_3m  
    - Adjusted Bob_AttackPistolWhip02.X to same length as shoves  
    - Tweaked head of Bob_WalkBwdAimHandgun.X to better blend with other anims  
    - Shaved off some frames from Bob_StaggerForward.X  

    MODDING

    - Added optional vehicle.passenger.showPassenger=true|false parameter for iBrRus.
     When true, the player model isn't hidden when entering, exiting or sitting in that particular seat.

    BALANCE

    - Player running through a horde will now have greater chance of falling
    - Full helmets less likely to fall from zombies attacks.
    - Gave vehicles more engine force in first gear.

    TRANSLATIONS

    - Added translations for Boredom/Stress/etc notification text above the player's head.
    - small delay when switching cd/tape on/off
    - bzzt-fzzt and zap sound when switching on tape

    SOUNDS

    - re-balanced the whole reverb/direct signal mix
    - tweaked the music volumes of individual tracks a bit (though there might still be more minute things to tweak)
    - adjusted player and zombie footstep loudness 
    - new scratch lacerate and bite assets with mix adjustments to make them stand out more
    - new window thump sounds with 70% chance of additional window "squeak" layer
    - first set of new door thumps, we're planning to add a condition parameter to change the sound based on door condition
    - some mix adjustments to wind/rain 
    - added some fake occlusion for the zombie voices based on their character inside / outside states relative to the players inside outside state until the occlusion system rework
    - adjusted balance of finish sound to make them pop out more
    - "fixed" the timing issue of the stomp -> head smash delay by delaying the stomp sounds 200ms in general
    - turned down drink from sink sound, that was too loud
    - fixed the glass breaking sound being too low
    - adjusted ambient bed mix to reduce general air backdrop loudness
    - made birds / wildlife a bit more sparse
    - tweaked the standard car engine a bit
    - reduced the volume of the car damage layer
    - Added multistagebuild.CompletionSound, the sound that plays when a wall is upgraded.
    - minor tweaks and balance
    - Fixed some ambient sounds being controlled by the Sound Volume slider instead of the Ambient Volume slider.
    - Play the Painting sound when painting signs.
    - Added optional ISBuildingObject.completionSound which plays when finishing a carpentry or metalwork action.
    - Allow a food item's CustomEatSound script parameter to be an empty string to play no sound instead of the default eating sound.
     This can be used when the animation will play a sound at the right time, instead of starting the sound at the beginning of the action.
    - Smoking cigarettes plays the Smoke sound once during each animation loop.
    - Updated scripts with BuildMetalStructureXXX and BuildWoodenStructureXXX sounds (they are not implemented yet).
    - Play a breaking-object sound when picking up furniture fails.

    FIXES

    - Fixed hotdrink not working with some mug + double recipes. (Reminder: you need a mug with water to start a hot drink)
    - Fixed the selected container in the Loot window changing due to the player turning while transferring items.
    - Fixed untranslated Perk names in halo text when a new level is attained.
    - Fixed endurance not being drained due to running during "Walk To" movement (or any automatic movement).
    - Fixed Lua error trying to play a CD/VHS with the controller.
    - Fixed the hotbar remaining hidden after unplugging player #1's controller and reverting to keyboard and mouse.
    - Fixed (hopefully) random textures appearing when displaying corpses for the first time.
    - Fixed a Lua error with commit 7143 "Fixed the selected container in the Loot window changing"
    - Fixed auto-zoom while in a vehicle not respecting the enabled Display zoom options.
    - Fixed attaching trailers to vehicles that were removed from the world after being replaced by smashed versions.
    - Fixed missing comma in FertilizerEmpty item script.
    - Fixed collision properties of stair pillars not being set properly after constructing stairs.
    - Fixed "Index -1 out of bounds for length 8" exception in FliesSound due to negative z corpse coordinates.
    - Fixed the position of the rotate-item prompt in splitscreen.
    - Fixed IsoStove.doSound() exception that happens when a running stove is destroyed by fire.
    - Fixed rotate-item prompt appearing when using a controller.
    - Fixed the tooltip for the farming cursor and wall-upgrade cursor not being hidden after shoving.
    - Fixed missing Tooltip_item_StackWeight (got lost in community-translation update).
    - Fixed the Survival Guide being displayed when using a controller; it doesn't work with it currently.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
    - Fixed missing "/" characters in the Log Wall context-menu tooltip.
    - Fixed crafted double-door objects losing some properties when opened (in particular, the thumpSound).
    - Fixed missing Tutorial zombie noise, but temporarily using old TutorialZombie sound
    - Fixed replacing roofs_accents_xxx sprites with the wrong burned-roof sprites.
    - Fixed the Smash Window action being immediately cancelled due to the controller B button being pressed.
    - Fixed displaying a context menu of CD/VHS choices when dragging an item to the Device Options window. It is only needed when using a controller.
    - Fixed being unable to wash a single bandage in a bag (it wasn't transferred to main inventory first).
    - Fixed Joypad tutorial
    - Fixed various aspects of tutorial where people were going wrong
    - Fixed inventory pane no longer stuck open after nullify mouse drag in tutorial
    - Fixed right click menu working after nullify mouse drag in tutorial
    - Fixed duplicate issue in more places, when dropping on other locations (ISInventoryPane + ISInventoryPage) in tutorial
    - Fixed inventory pane no longer stuck open after nullify mouse drag in tutorial
    - Fixed right click menu working after nullify mouse drag in tutorial
    - Fixed bandanas providing far too much head protection
    - Fixed some containers being rendered high off the ground after being moved by the player.
    - Fixed zombies rotating to face the player during hit-reaction and stagger-back animations. This usually happened when hitting zombies from behind.
    - Fixed zombies climbing through windows that are behind them. This sometimes happened after the player shoved a zombie into a window.
    - Fixed a Lua error in the main menu after deleting the last savefile. The Continue and Load buttons were hidden but still accessible using a controller.
    - Fixed some wrong calcul when doing multistage building, ending doing a lvl1 wall, upgrade to lvl2 having more health than a "pure" wall lvl2.
    - Fixed placed 3D items being removed by the SandboxOptions WorldItemRemovalList 
    - Fixed furniture not appearing when in a stationary car - this was caused by an optimization. Furniture will now only disappear if cars are moving at a middle-high speed.
    - Fixed the "infected" flag on body parts not being set to false after a wound heals.
    - Fixed an issue placing 3D items with the Double-sized Textures option turned off.
    - Fixed the hotbar remaining visible after hiding all UI elements.
    - Fixed item container being set to nil in some cases.
    - Fixed 1-frame delay before corpse textures appear.
    - Fixed the stove-running sound not stopping sometimes with two-part stoves.
    - Fixed ingredients not going back to their original container when using the Crafting window.
    - Fixed ingredients not going back to their original container sometimes when doing "Craft All".
    - Fixed duplicate context-menu "Rest" options for tents.
    - Fixed some instances of zombies turning while lying on the floor - needs further feedback.
    - Fixed (hopefully) an "invalid direction" exception in BrokenFences
  9. Like
    zakarum reacted to nasKo in IWBUMS 41.54 RELEASED   
    If it's not in the changelog, it didn't make the cut

    GOG is uploading as we speak.
  10. Like
    zakarum reacted to Thuztor in Spray Paint Mod v2.41a   
    If someone wants to play with the mod, the new update and before the mod is updated, you can.
    Just replace the lua code in the file which is in /MODFOLDER(ID: 499153179)/media/lua/server/Items with the follow code and you will find Spray cans and chalk in the listed container:
     
    --******************************************************** --** THUZTOR ** --******************************************************** require "Conf/sprayCanConf" require "Items/ProceduralDistributions" -- Distributions for ProceduralDistributions.lua local sprayPaintTable = { "SchoolLockers", 1, "ClassroomDesk", 0.5, "CratePaint", 4, "CrateTools", 6, "GarageTools", 4, "MechanicShelfTools", 8, } local chalkPaintTable = { "SchoolLockers", 2, "ClassroomDesk", 1, "ClassroomMisc", 8, "CratePaint", 4, "CrateTools", 4, "GarageTools", 3, "GigamartSchool", 15, "CrateOfficeSupplies", 2, } local chalkWHITESchoolTable = { "SchoolLockers", 3, "ClassroomDesk", 2, "ClassroomMisc", 15, "GigamartSchool", 15, "CrateOfficeSupplies", 3, } for i = 1, #sprayPaintTable, 2 do for _,v in ipairs(sprayCanConf.list) do table.insert(ProceduralDistributions.list[sprayPaintTable[i]].items, "spraypaint."..v.name) table.insert(ProceduralDistributions.list[sprayPaintTable[i]].items, sprayPaintTable[i+1]) end end for i = 1, #chalkPaintTable, 2 do for _,v in ipairs(sprayCanConf.listChalk) do table.insert(ProceduralDistributions.list[chalkPaintTable[i]].items, "spraypaint."..v.name) table.insert(ProceduralDistributions.list[chalkPaintTable[i]].items, chalkPaintTable[i+1]) end end for i = 1, #chalkWHITESchoolTable, 2 do table.insert(ProceduralDistributions.list[chalkWHITESchoolTable[i]].items, "spraypaint.ChalkWhite") table.insert(ProceduralDistributions.list[chalkWHITESchoolTable[i]].items, chalkWHITESchoolTable[i+1]) end
     
  11. Like
    zakarum reacted to nasKo in IWBUMS 41.54 RELEASED   
    Added Noiseworks Sound Revamp - Stage #1
    Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. 
     
    Added VHS, CDs etc.
    - Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'.
    - Media line effects will apply only once per player upon first time listening.
    - Home VHS's spawn uniquely.
    - Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance.
    - Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes.
    - Added new translation file 'recorded_media_EN.txt'
        - This translation set keeps a translation of the english versions which can be retrieved seperatly.
        (needed for LCD which only supports basic ASCII chars)
    - Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding.
    - Added new Media UI section to device control panel.
    - Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu.
    - Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's.
    - Added ability to play media, RadioRed = CD, Black/Wide television = Tapes
    - Changed display of overhead notifications for skills etc
        - Softer pastel colors and outlining, red for negative green for positive effect
        - Replaced skill/stat effect numbers by arrow up or down
    - Small overhead text for skills and stats are no longer being displayed if there is no effect on their value.
    - Removed overhead text code from ISRadioInteractions
    - Added static class HaloTextHelper.java for more universal use of the overhead text.
    - Added a few functions to add text, options for color and usage of the indicator arrows.
    - If a text is already being displayed the next text is briefly queued.
    - If multiple text are being added on same tick or while queueing they are combined and seperated with a grey ','.
    - If a text is added which is already being displayed, it's discarded.
     
    - Added world lights for flashing vehicle lights.
    - Added animated flies texture displayed where corpse-flies are buzzing.
    - Added new mugs
    - Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on.
    - Added highlighting to dragged items that can't be moved to the destination container.
    - Added a loot-window container icon for mannequins as well as the container title "Mannequin".
    - Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved.
    - Added a history of the last three catches to the Fishing menu. They will not fade out anymore. 
    - Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full.
    - Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. 
    - Draw a faint border around the player's health bar so the amount of lost health is easier to see.
    - When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back.
      
    - Upgrading walls (multi-stage building) takes items from the ground similar to carpentry.
        This includes opening boxes of nails automatically.
        For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground.
      
    - Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars.
        The properties were only on one of the several south-east wall pillars.
        This put "tree" physics on the center of the square.
        These pillars should be removed when one of the two adjacent walls is removed.
     
      
    - Added 3D models for items placed in the world. 
        Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square.
    - Items automatically go on a table/counter if the mouse is over one of them.
    - Press R to rotate clockwise, shift+R to rotate anti-clockwise.
    - If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet.
    - Fixed rotation speed at different framerates.
    - Added snapping to the nearest 5 degrees.
    - Place items one at a time at the current rotation. 
    - Shift-click to place all items. With a controller, the X button toggles between placing one or placing all.
    - Improved lighting of 3d items in-world, to closer match the tiles lighting.
    - Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated.
    - Improved lighting on all 3d objects, characters, vehicles, items etc.
    - Added "itemHeight" so players can place things on a microwave that is on a table for example.
    - If you have a counter with a shelve on top of it, you can press tab to change the height of the item.
    - Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default.
    - 3D items can be disabled in the options.
     
    - Table stories. Random chance to have some stuff on a basic home's table to tell a story.
    - Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time.
    - Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to.
     
    Last Stand Compatibility changes:
    - Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40.
    - Player files have VERSION=1 at the top for compatibility with future versions of the game.
    - Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work.
     
    - The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected.
    - Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P.
    - Changed the vehicle radial-menu icons for adding and removing gas (they were the same before).
    - Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read.
    - Added blood and dirt stats to the Wash context-menu item tooltips.
    - Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack.
    - Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes.
        For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means.
        For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine.
    - Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese
     
     
    BALANCE
     
    - Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off.
    - Allow plumbing a sink to an empty rain barrel.
    - Allow metal drums to be picked up with the furniture-moving tool.
    - Allow pouring water into metal drums.
    - Boosted loot spawns in stash.
    - Display what perk just levelup up on top of the char (like exp gain from TV).
    - Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor)
    - Car wrecks appear less often, but can now be dismantled.
    - Increased odds of curtains being already closed in houses.
    - Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. Thanks to PseudonymousEd for pointing this out. 
    - Shooting out of cars now has a more limited angle than the former 360°.
    - Player will now be unable to control the car while reloading. 
    - Reload time increased while driving.
    - Control of the car is also lost when shooting rifles, but not with pistols.
     
    Distribution changes:
    - Updated distributions.
    - Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter).
    - Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink).
    - Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container.
        Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. 
        Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk)
     
    Changes to knives:
    - If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally.
    - Slightly reduced movement speed while attacking with knives, similar to other weapons.
    - Reduced Hunting knife damage a tad.
     
    - Balanced some clothings Speed Reduction and Protection to be more consistent.
    - Small chance of having some house windows being left open.
    - Curtains can now spawn closed.
     
     
    MOD SUPPORT
     
    - Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc)
        Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table.
    - Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods.
    - Added a system for respawning zombies on island maps (e.g., Kingsmouth).
        Normally when respawning zombies, a random location on the edge of the map is chosen as a start location.
        The game then attempts to find a path from that start location to the chunk that zombies are respawning in.
        This doesn't work for maps that have water on all edges, since paths cannot be found through water.
        Map creators may now specify valid start locations by adding objects to the map's objects.lua file.
        The objects.lua file is normally created by WorldEd.
        These objects are rectangular areas along edges of the island indicating respawn start locations.
        These objects should be right on the edge of the land next to the water (but not in the water).
        Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory.
        This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example.
    - Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui.
     
     
    FIXES
     
    - Fixed being able to fish from swimming pools.
    - Fixed the "randomAngle" field of a VehicleZoneDistribution always being false.
    - Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world.
    - Fixed long braided hairstyles not pointing to correct hairstyle.
    - Fixed belt not working as 3D item.
    - Fixed buildings having more than one table story.
    - Fixed issues adding water to and taking water from rain-collecting items on the ground.
    - Fixed aiming cursor being less visible on light backgrounds.
    - Fixed changed shader files not automatically being reloaded.
    - Fixed an infinite loop occurring when require()'ing a Lua file recursively.
    - Fixed "invalid direction" exception when a fence is broken by zombies.
    - Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash.
    - Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up.
    - Tutorial: Fixed the player getting stuck using the Open Curtain context menu option.
    - Fixed RVSCarCrash.
    - Fixed some container types.
    - Fixed issues with automatically opening boxes of nails when doing carpentry.
    - Fixed tainted-water status of metal drums with water in them.
    - Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks.
    - Fixed the game hitching every second while in a vehicle until zombies are near again.
    - Fixed no sound playing when hitting objects with bare hands.
    - Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing.
    - Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat.
    - Fixed the player's animation locking up when charging with a spear after a zombie is hit.
        This happened when the "Manual Floor Attack" key was the same as the "Sprint" key.
    - Fixed impact and death sound not playing when spear-charging a zombie.
    - Fixed "Place Car Battery Charger" displaying for every item clicked on
    - Fixed the "Plant Information" window not handling different font sizes.
    - Fixed bomb explosion sounds not playing.
    - Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option.
    - Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles.
    - Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles.
    - Fixed overlapping disease text in the Plant Information window.
    - Fixed farming with a controller.
    - Fixed some of the excessive head movement when swinging a spear.
    - Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183.
    - Fixed rendering the isocursor and aim-outline in splitscreen.
    - Fixed the position of the vehicle dashboard in splitscreen with more than two players.
    - Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. 
    - Fixed Welding Masks getting soaked in the rain.
    - Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies.
    - Fixed being unable to remove Thin Skinned using the Player Stats debug ui.
    - Fixed Lua error after removing a trait in the Player Stats debug ui.
    - Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui.
    - Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio.
    - Fixed infinite carry capacity after making rotten-strawberry salad.
    - Fixed the layout of the microwave and oven UIs with different-sized fonts.
    - Fixed Lua error wobbling the non-existent heart icon of splitscreen players.
    - Fixed endurance being reduced while holding down the Run key when not moving.
    - Fixed misplaced halves of Large Modern Oven in one orientation.
    - Fixed not being able to barricade carpentry Wooden Door.
    - Fixed the layout of ISAlarmClockDialog with larger fonts.
    - Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used.
    - Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName().
    - Fixed animation and sound issues when attacking zombies that are eating corpses
    - Fixed VehicleAmbiance using the wrong event name.
    - Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking.
    - Fixed Radio items without a WorldSprite being assigned an invalid module.type.
    - Fixed duplication bug when crafting from containers.
    - Fixed not being able to make coffee and tea with the Spiffo mug.
    - Fixed hot beverage not being hot right after it is crafted.
    - Fixed hot and cold drinks not giving a happiness bonus.
    - Fixed not being able to tie a rope to player-made windows (gracias dito!)
    - Fixed ranger car siren light colour.
    - Fixed annotated map loot not always spawning when it should.
    - Fixed crash when trying to go forwards & backwards at the same time in a car.
    - Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed.
    - Fixed trying to play multiple instances of WorldAmbiance since only one is allowed.

     
    TECHNICAL
     
    - Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue.
    - New class: PerformanceProfileProbeList
        Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers.
    - Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems
    - Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager.


    ________________________________________


    Additional Hotfix:

    - Fixed small clock
    - Fixed DrinkingFromBottle sound continuing forever after the action completes.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  12. Like
    zakarum reacted to Thuztor in Spray Paint Mod v2.41a   
    for sure in the next update:
    3D Objects of Spray Cans and Chalk From 17 to 11 special symbols, 26 alphabetic symbols, 0-9 and 28 special character symbols (75) Same new symbols on walls Three different spraying speeds (Fine, Normal, Fast)  

  13. Like
    zakarum got a reaction from TehaGP in [MOD] Are We There Yet? - A "navigation" mod   
    You woke up. Zombies are outside. The apocalypse is here. Wait - where is "here", exactly?

    The purpose of this mod is to help with navigation. Currently in the vanilla game there are a few road signs near a few localities but they are easy to miss - and you get no help if that happens. If you forget your spawn city, or if you spawn in a trailer park, chances are you have no idea where you are. Veteran players will have an easier time but I still find myself getting lost. Without a "whole game world map" map mod, the best way to navigate is to use the Project Zomboid Map Project - very useful, but can spoil natural discovery, and is currently a bit outdated. Using a minimap or GPS mod can also be "vanilla unfriendly" so I made this mod.


     
    Currently, not a lot!  Quite a bit, actually. What this mod adds is a small, "current location" indicator in the screen. It appears and disappears when pressing the 'F8' key and it shows where you are, if it's one of the currently supported locations. And now it has pretty and immersive graphics! The current version, however, only natively supports 1920x1080 - anything else and you will see just a road sign with no text. This is a known issue, trying to figure out how to fix it. Meanwhile you can read the FAQ to learn how to try and fix the resolution problem to your specific resolution.


    This is what the mod looks like in-game as of version 0.2. I'm assuming you passed through a few road signs on your way here and still remember where you are, right?
     
    The mod supports all vanilla locations (except stuff that's meant to be hidden and farmlands), as well as all paved roads. Sand and gravel roads are not supported (intended). All roads have names - meaning you can know where you are better. Crossroads usually have signs like the picture above, indicating the rough direction of points of interest. If you don't know what direction you are facing in-game, I recommend using a Compass Mod. 
     

    The above map is a EZ Country Map with crudely painted roads to show the roads layout. You can click it to make it bigger.
     
    There's also some supported mods - meaning they add new locations in the map and they will be named in the game. The currently supported mods are:
    Fort Redstone Fort Knox (huge work - 99% of the streets have names. Localities also have names, so you know if you are in a theater or barracks) West Point Expansion (Name in the game is West Point - Salt Ridge) Snake's Mods South Muldraugh Factory - known in-game for lore reasons as Brandenburg Control Point - Factory Riverside Gunstore - known in-game for lore reasons as South Riverside Military Complex All 3 locations of "Pimp My Ride" (aka Taller Mecanico) - they are known in game as Snake's Auto Garage  

     
    The "current location" indicator will show "outskirts" for any non-defined areas. If you are deep in the forest or that farm upstate, or if you are in a city from a (unsupported) map mod, you will have no clue where you are.
     

     
    Using a heavily modified (read: my code is spaghetti) Coordinate Viewer and Horizon Clock lua code (all credit to RoboMat & Turbotutone (& Mist) & Thuztor) I define areas based on X and Y coordinates. Once you step inside one of pre-defined area "squares" (sometimes rectangles) your location is updated and shown. If you step out, you are back in the "outskirts". Areas are usually a bit bigger than their built area and usually encompass a bit of the highway/local road, so the player has a better idea when to turn and enter the city or what place they are approaching.
     

     
    The mod is currently somewhat visual - there's a sign in the bottom left of your screen. I would like to improve that, adding different graphics that change depending on the type of road you are (such as highway, road, street). Before this, however, I need to figure out to make everything re-sizable and not use different "functions" to draw text and image.

    Something else that would be nice is figuring out how to use the game "zones" in this mod - so if you are deep in the forest, it would tell you. If you are in the rural lands, it would tell you. It could also mean making things more "dynamic" so we could have "Riverside (Industrial)" as a region and add dynamic, generic support for map mods.


    No one really asked me anything, just trying to anticipate questions here.
     
    Q: Any known conflicts?  A: Not that I know of. It might conflict with any mod that uses Coordinate Viewer/Horizon Clock code but I'm not sure. Tried my best to differentiate so they wouldn't clash, but I'm shit at Lua. Needs testing.  
    Q: How did you decide on the names for the roads/streets? A: I use the names of real roads and streets in the region, as well as highways. As the map isn't a perfect reproduction of the current Knox county, sometimes roads don't exactly match their IRL counterparts.  
    Q: Help, I can see the sign but not any text! A: There's 2 known reasons for this - either you are playing in a resolution different than 1920x1080 or you pressed F8, disabled the sign and reactivated again. If the problem is the latter, in that case, pressing F8 a few more times will solve it - eventually text and image will be back. If the problem is the former (non 1080p resolutions)  then the only solution is going to the AWTY.lua file and changing the values in SCREEN_X and SCREEN_Y until the text appears in the game. Sorry, it's a bother, but I don't know how to fix it and I'm still working on a solution.  
    Q: Does this mod support MP/Split-screen Co-op? A: Likely no. I don't know how to add support to either. Sorry.   
    Q: Are you adding this to the Steam Workshop? A: Not in a million years. I own the game on GoG, not on Steam. I don't have access there and I'm forced to pirate mods from Steam.  
    Q: Can I use this in my mod? A: Yes! Feel free to. Just remember to credit RoboMat & Turbotutone & Thuztor too, since I'm mostly basing my code on theirs. And me.  
    Q: Can I add this mid-game? A: Yep, should be safe to add and/or remove mid game.  
    Q: How to disable the "current location" indicator? A: Press F8 on your keyboard. Pressing F8 again will show the current location again. Note this is a bit buggy in the current (0.2) version for reasons so you might need to press it some 3 times for everything to reappear.   
    Q: How to install this mod? A: Unpack the AWTY folder in your [your OS drive letter]:\Users\[yourusernamehere]\Zomboid\mods   
    Thank you for coming to my TED Talk. If you know Lua and can help me improve my code, feel free to post it here. Hope this helps somebody!

    Non-forums Download:
    https://www.dropbox.com/s/i7vb02rveo0axbs/AWTY v0.2.7z?dl=0
     
     
    AWTY v0.2.7z
  14. Like
    zakarum reacted to Thuztor in Spray Paint Mod v2.41a   
    After the game changed the distribution of the items, which is important for this mod, I've decided, that it will get an update in that. But in addition, I will change the textures and add something new. Here is a preview of some new symbols, which the player can spray or draw.



  15. Like
    zakarum reacted to Thuztor in Spray Paint Mod v2.41a   
    3D Objects are also planned.
     

  16. Like
    zakarum got a reaction from Arsenal26 in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Is the IWBUMS coming to GoG? Because it's certainly not in the GoG IWBUMS channel.
  17. Like
    zakarum got a reaction from piersxoxoxo in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Is the IWBUMS coming to GoG? Because it's certainly not in the GoG IWBUMS channel.
  18. Like
    zakarum got a reaction from eldergamer in RELEASED: Build 40   
    Really nice. Can't wait for it to land on GOG.
  19. Like
    zakarum reacted to Batsphinx in RELEASED: Build 40   
    NEW
    Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year New shaders for times of day and seasonal effects Storms that move over the map Fog and mist that clears during the day Rain and snow now look like they hit the ground. Rain then disappears, and snow fades out. Improved snow and snow effects. New isoRegions system to detect an enclosed area - player-made or dev-created - to keep weather effects on the outside New player character temperature system New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now. New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard. New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items. New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers. Reflective windows on vehicles Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground) Added 'sway' wind sprite effects for trees and vegetation that increases/decreases with wind speeds(default on, can be toggled off in options)  Added 'shake' sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation. Added new Spiffo survival guide entries about weather. Added new clothes: Long shorts, Jacket, Padded Pants, Padded Jacket Thunder sound now plays to all players when an admin bans a player banned, a thunder rumble is heard when one is kicked. Game now saves the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \ Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..) Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join. Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation Added climate and weather MP admin panels. Many climate values can be now be ticked to override what's happening on the map. Values set by admin will override any values set by climate system, weather and mods. System also shows current weather information, and gives options to stop it. Added BloodSplatLifespanDays server option to remove old blood-splats. Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible. Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel. Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart. Updated community translations. Also updated translations with the display names to aid the process. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added separate Shadow extents from vehicle extents to allow for better shadows Updated fonts to bold to aid readability. Added a way to edit Admin powers (invisible, godmode, no clip, unlimited carry etc) in the in-game admin panel Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a second pass of floor shading, so it is a help to low-spec users.] Added Display option to disable the new roof-hiding feature for low-spec users. Shaders now used to draw wall + stencil + lighting in a single pass. Difficult to tell how much FPS boost this results in, but could help. Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP Updated menu screen with vertical rather than horizontal options - due to problems with taskbar in latest Windows Updates. Added a UI to display status and error messages when attempting to connect to a server. Vehicle dashboard now displays headlight icon in red if headlights are switched on but aren't working. Added tooltip for Light Fire when Notched Plank is in inventory but not the other item required for lighting a fire. Added Loot All and Transfer All commands to the inventory context menu when using a controller.  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Increased the height of tooltip progressbars. Added being able to rest/sleep on picnic table (considered as a bad bed.) Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane items to the loot table. Added a way to dismantle car wrecks (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Added missing nutrition values to medicinal herbs and condiments. Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers) Lowered the alarm clocks a and digital watch wake up distance. Added "Very Low" choice to CarSpawnRate Sandbox option. Increased VOIP range  (fade and falloff) Bowls of soup now affect thirst. Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used. Changed in-vehicle visibility cone for when player drives through weather effects. Cone now extends based on darkness value. Player can now sleep in a car that has its engine running. Added Packaged=TRUE to Remoulade so nutrition info is visible. Renamed Disinfect Bandage recipes to Dinsinfect Rag for Ripped Sheets. Increased the distance zombies spawn in newly-seen rooms when the player is in the same building. This is to fix zombies spawning right in front of (or sometimes around) the player in the large open rooms in the Mall. Renamed Metal Tube into Metal Pipe. Removed Pipe (plastic one) from recipes/dropping table, and now use Metal Pipe instead. Improved the appearance of crafting tooltips. Frozen food no longer allowed as the primary ingredient in evolved recipes. Can no longer use rotten bread slices when cooking level is less than 7. Added several missing vehicles zones (McCoy, Fossoil) & improved gas station vehicles spawning. Car-battery charger is now placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item now requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.  Repair Engine and Take Engine Parts now show progress bars and flash Success/Failure. Drunk moodle now has an impact on driver steering input Updated map to improve zombie density in some farmland and rural areas.  Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride. You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added Added chevrons on character screen next to the weight to indicate if weight is increasing or decreasing. All vehicle doors may be locked/unlocked from inside without requiring a key. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. Piped items (sinks, toilets, baths..) now require a wrench to be moved. A moveable item requiring no skill now have a 25% chance of breaking instead of 75%. After placing a water piped item you now need to plumb it back before being able to use it (require a wrench & a building or fully enclosed player built house). Weather now impacts on chances of starting the car (specially on low quality engine, the colder, the harder is to start).  
    MODDING
     
    LoadVehicleModel lua function and re-calc spawn chance added to aid players who want to mod in new/individual cars. Mapper-placed generators are now functional objects when first loaded. Changed spawnchance for vehicle type definition from an Int to a Float. Added mod options for climatemanager  
    FIXES
     
    Fixed character info UI exception when admin assigns a profession to a formerly profession-less player. Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor. Fixed ancient font kerning bug. Fixed "Loading..." message appearing briefly when continuing an existing save. Fixed resize bug with the server browser that made the tabs unclickable. Fixed missing scrollbar in the New Game screen. Fixed duplicate scrollbars in some server-settings editor lists. Fixed "Lage Metal Shelves" typo. Fixed house with missing walls near 14070,5200. Fixed rendering hidden moodles every frame. Fixed unused duplicate ISInventoryPage.refreshBackpacks() Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT. Fixed bug that could result in invisible 3D corpses. Fixed invalid RGB values used in TextManager.DrawString(x,y,str) Fixed GC created while loading files and some related to textures loading. Fixed unoptimized TextManager.getFontFromEnum() Fixed splitscreen players not being able to wake themselves up with less than two controllers active. Fixed exception playing zombie sounds when a zombie's current square is null. Fixed server sending smash-window packets to distant clients. Fixed outright carmageddon when vehicle ids become negative after a long time running. Fixed "Drop" option appearing for non-droppable moveable objects in inventory. Fixed not being able to pick up corpses behind tall windows. Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed. Fixed "Peanut Butter and  Sandwich". Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab. Fixed calculation of the amount of condition restored when fixing things. Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes. Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes. Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1). Fixed being able to equip weapon while running. Fixed lack of ability to plaster and paint a wooden pillar. Fixed campfire spawning items. Fixed painting a wall not removing a blood splat on it. Fixed progress bar not showing when adding an ingredient in an evolved recipe. Fixed not being to craft battery connector for some movable items. Fixed GameClient.receiveItemListNet() using short instead of int ids. Fixed "Level Up" button in Player Stats admin UI not updating target player. Fixed IsoObject.save() handling of Attached sprites. Fixed exception reading a map chunk when an object without a sprite was saved. Fixed client exception taking a bag off the ground shortly after transferring items to/from it. Fixed being able to dig graves from a vehicle. Fixed wrong nutrition value for PanFish. Fixed various wrong container items spawning. Fixed not being allowed to take more dirt from the same spot. Fixed appropriate tiles not being seen as "Gravel". Fixed carpentry/metalwork/walkto context option being available while inside a vehicle. Fixed being able to dig with hands and shovel from a car. Fixed a bug when trying to eat an item that was no longer there. Fixed carpentry door option not being disabled if nothing could be built. Fixed typo "You killed 0 zombie" into "You killed 0 zombies". Fixed server sending (most but not all) vehicle packets to distant clients. Fixed server sending multiple packets when brake lights turn on/off. Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player. Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while. Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs. Fixed being able to move the health body status everywhere. Fixed some wrong/missing parking lot zones. Fixed campfire container icon not being displayed. Fixed speed controls clock button being too fast. Fixed client sending 20KB checksum string to the server. Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods. Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options. Fixed SystemDisabler.doAllowDebugConnections being set to true Fixed headlights on Sportscar being incorrectly positioned Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical. Fixed physicsDelay and physicsDelayServer transmitting incorrectly Fixed Function UpdateLimit.Check incorrectly calculating delay time. Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch. Fixed Van sliding around map even without brakes and tires Fixed debug log message "VID=__ force=__" on server Fixed vehicles that can be rammed to turn over and float above zombies Fixed shell texture being set to null for special vehicles Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired Fixed 'Cone of light' from vehicle headlights being too narrow Fixed not being able to get into cars that are tightly packed in parking lots Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side Fixed Van/VanSeats missing textures for uninstalled rear doors Fixed Van/VanSeats missing textures for uninstalled middle doors Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network. Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152) Fixed plants clipping through the car Fixed trash sprite being rendered above the car Fixed visual anomaly after re-loading a Host server and driving Fixed passengers sometimes not being able to exit from vehicle after travel. Fixed the wrong render of "Random" - Button In "Customise Character" menu Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely Fixed zombies hit by a turning car snapping to a different position Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement Fixed issues with how Zombies walk between several sources of sounds. Fixed incorrectly displayed position of vehicle after collision with another car. Fixed cars floating to the ground when spawned Fixed some car texture issues Fixed the game sometimes not reacting to some keys (V and Esc) Fixed horn (Q or V menu) causing popping sound, as if several were being played at once Fixed clicking repeatedly while the game is saving can causing it to lock up Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle. Fixed cars showing damage texture on parts but not in Mechanics menu Fixed some standing zombies not reacting to collisions with vehicle in MP. Fixed the 'Hours until death from zombie infection' not starting at the exact moment infection occurs. Fixed ambient sound emitters being played every frame and clogging the FMOD command queue. Fixed sound file name instead of GameSound name in AttackVehicleState. Fixed UIElements not getting onMouseMoveOutside callbacks sometimes. Fixed selecting text in UITextBox2 with the mouse. Fixed BaseVehicle.emitter not being removed from SoundManager.emitters. Fixed "0-12 hours" Sandbox setting killing instantly. Fixed server database editor not handling special characters in strings. Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait. Fixed vehicle exit positions not being blocked by obstacles properly. Fixed various door and window sounds not playing for remote clients. Fixed metalwork crafting sounds not using GameSound name. Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE. Fixed mechanics UI delay in showing textures when opened for the first time. Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file. Fixed multithreading bug with animation loading. Fixed missing RotateObject GameSound. Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen. Fixed street signs not showing the collided-with sprites Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb() Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database Fixed game characters with names in different registers being loaded as one and the same character Fixed position of Toggle Stove button in loot window titlebar with larger fonts. Fixed the new GameSounds UI not working with the controller. Fixed the lack of SFX when attempting to push a stationary vehicle out of the way. Fixed getting out of the van ejecting you a tile or two away Fixed admin commands not working with ' " '.  Fixed setaccesslevel not working anymore.  Fixed not being able to modify steamid column in whitelist viewer.  Fixed not being able to see some columns (including steamid) in the admin's whitelist viewer. Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist. Fixed it not being possible to enter vans through rear doors. Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first. Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning. Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible. Fixed farming tooltip rendering with different font sizes. Fixed ac/heater draining the battery when the engine isn't running. Fixed LayoutManager making a window visible without adding it to the list of windows. Fixed host losing admin accessLevel in splitscreen. Fixed swinging a weapon at a broken window granting the player XP. Fixed ac/heater draining the battery when the engine isn't running. Fixed Stick Trap using the wrong "closed" sprite. Fixed bad things happening when using the "Level Up" button in the player-stats admin panel. Fixed player not facing campfires when performing various actions on them. Fixed player animation not playing when opening a barricaded window from the non-barricaded side. Fixed missing context-menu option to remove metal-bar barricades. Fixed second farm-plant sprites not being used. Fixed not being able to place medicine cabinets over low objects like toilets. Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero. Fixed many duplicate invisible sprites being created for unspawned erosion objects. Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message. Fixed not being able to set access level on yourself Fixed the Admin cannot not being able to edit item and containers on players in admin inventory view screen. Fixed game crashing in FMOD_Studio_EventDescription_GetPath function with exception: getPath() != FMOD_OK Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character. Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen Fixed the character's appearance not updating when the admin removes clothing from the inventory. Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square. Fixed calculation of food age/freezing/thawing when the player turns a generator on/off. Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded. Fixed Survival sandbox presets having car locked & car alarm to "Never". Fixed "Base" module not being selected by default when using the items list UI. Fixed wrong calculation of unlimited capacity. Fixed BodyDamage.RestoreToFullHealth() not setting temperature to 37.0 degrees. - Fixed old lighting bug that caused flickering in some situations. Fixed evolved recipes using WaterPot as base item - they now require the WaterPot to be at least 3/4 full Fixed not being able to place or build things through an open doorway. Fixed creating ".project_zomboid_2.9.9.17" hidden folder on Linux Fixed target-picking cursors (such as the moveable-tools cursor) getting in the way when the player attacks. … Fixed SGlobalObjectSystem error when a thumpable is destroyed. Fixed name of sound that plays when a carpentry objects break. Fixed barricaded doors being disassembled and leaving the barricade behind. … Fixed Multiplayer Players UI and invite-friends UI being too transparent Fixed lighting not updating after teleporting in multiplayer. Fixed vehicles texture names in scripts being lowercase and uppercase in file system Fixed LoadGameScreen exception with the demo. Fixed bug with lightR/lightG/lightB sprite property value "0". Fixed update() getting called for MainScreen (and all its descendant UIElements) while in-game. Fixed FMOD Occlusion parameter not being set to zero when starting sounds. Fixed engine speed not setting to the engineIdleSpeed value when player press the brake button. Fixed vehicle turning radius when accelerating is very large Fixed not being able to add players to Factions when they were connected before you on the server. Fixed the /createhorde function crashing servers by limiting zed spawn to 500 Fixed AddItem command needing username to generate an item. Username and count no longer required. It's optional now. Fixed small car idling at 2000 RPM Fixed profession change by Admin transmitting to all players in MP. Fixed addvehicle "Base.SportsCar" "EnigmaGrey" command not working without quotes Fixed player not needing an account password when connecting to a server. Fixed not having the "edit admin power" button in the admin panel. Fixed some spawned tiles by Erosion not being able to be removed. Fixed commands that have no parameters send 'wrong arguments' message Fixed Items List Viewer layout with larger fonts. Fixed profession icon overlapping trait icons in the Info panel. Fixed missingpzexe.jar and sqlite-jdbc-3.8.10.1.jar Fixed presence of old unused java libs Fixed co-op host being allowed to enter commands in the Lua debug console when not admin. Fixed car/tire_explode -> VehicleTireExplode. Fixed headlights providing a cone of lights even if they're off / broken. Fixed empty wine bottles not being refillable with water. Fixed sound delays and volume issues by rebuilding .bank files. Changed short sounds from Streaming to Compressed and longer sounds to Streaming. Fixed Server Toolbox appearing underneath the top-left icons. Fixed resetting fatigue, endurance, and body temperature to default unless in God Mode. Fixed connect-to-server ui not resetting the game to singleplayer in case of error. Fixed connect-to-server and xp-bonus arrows animating at high speeds at different framerates. Fixed obsolete items showing in the Items List Viewer. Fixed nutrition info in Food tooltips in debug mode showing when the Tooltip.Info debug option is checked. Fixed potentially having more water than was available at the start when cancelling the pour-on-ground action. Fixed water bottles not filling to capacity when less than 1 unit could be added. Fixed vehicle brake-light texture indicating working brake lights when the battery is dead/uninstalled. Fixed vehicle radial menu allowing headlights to be switched on/off when the battery is dead or missing. Fixed the game unpausing after hiding the changelog UI. Fixed missing vehicles_pickupvanlightsburnt.png Fixed issues with vehicle horn, lights, alarm and siren when the battery is dead or uninstalled. Fixed "ERROR: model texture "f_hair_White" wasn't found" on Linux and Mac. Fixed NullPointerException in IsoWindow.handleAlarm(). Fixed player equipping an already-equipped water bottle when filling it. Fixed Stone hammer not being usable when upgrading wooden walls. Fixed sheet rope typo. Fixed garbage-creating debug code in ZombieUpdatePacker. Fixed player not being able to see nearby zombies when very tired and/or panicked. Fixed frozen food spawning in freezers long after the power goes out. Fixed Invisible checkbox in Admin Powers ui not setting GhostMode on the server and several other places set GhostMode=invisible. Fixed gc with WorldSoundManager.getBiggestSoundZomb() Fixed zombies hearing players from far away. Fixed upgraded door frames blocking player movement. Fixed the delay before right-clicking starts aiming being shorter at higher framerates. (At 120fps, right-clicking to bring up the context menu could often initiate aiming.) Fixed player entering attack stance when pressing the Control key while the mouse is over the inventory window. Fixed the player aiming when the mouse is over the inventory tooltip Fixed fire and smoke sprites being drawn as part of the floor - being covered by snow etc Fixed items that should spawn in bags sometimes spawning in the container the bag is inside. Fixed adding bait to traps not working. Fixed 'Plays Baseball' trait not working properly. Fixed not being able to make a pot of soup with a canned mushroom soup. Fixed not being able to refill an empty Propane Torch Fixed 'GameServer.hitZombie() doesn't handle vehicles being hit by players' issue Fixed BodyDamage.FoodSicknessLevel going below zero. Fixed slices of Cake and Pie not inheriting stats from the original item. Fixed sound-related exception when smoking cigarettes or drinking from a bottle. Fixed a second-story room in the Mall that wasn't considered a room for plumbing/electricity purposes. Fixed zombies being immune to attacks while staggering backwards. (This is an OLD much-complained about issue in MP, so yay.) Fixed zombies with 3D models not facing the player when shoved. Fixed News.txt not being read from mods. Fixed passengers being able to fall out of a moving car in MP and be run over if they disconnect briefly Fixed a bug in SetPlayerLocation() which caused unnecessary work to be done. Fixed some tile properties in newtiledefinitions.tiles. Window frames with HoppableW/HoppableN. Wooden Bench -> Sturdy Bench. White Simple Chair -> Grey Plastic Chair Fixed seahorse cafe windows with invalid smashed / glass-removed offsets Fixed being able to display duplicates of some admin panels. Fixed gun sounds not being heard far enough away in multiplayer. (The radius is only set to 20 in FMOD.  Setting 'distanceMax' in sounds.txt. Overrides the value in the .bank file. Mods will need to set this value as well.) Fixed barricades not being removed when a window is destroyed by a sledgehammer. Fixed players with Deaf trait hearing house alarms. Fixed position of speed-controls in debug mode (which forces the clock to be visilble). Fixed player not facing microwave or stove when checking its settings. Fixed two bugs with spawning a random zombie in a barricaded bathroom. Fixed clean/disinfect crafting tooltips saying "Destroy" rather than "Use" for bandages/rags. Fixed two exceptions when pressing keys while the game is loading. Fixed speed controls briefly appearing in the wrong position when starting a game. Fixed not being able to sleep when not tired or recently slept when the server option SleepNeeded is false. Fixed being able to place multi-tile furniture where walls intersect the furniture. Fixed being able to place tents on squares that are blocked by vehicles. Fixed failing to check for trees when building some carpentry objects. Fixed learning from TV/radio when asleep Fixed not being able to create new username. Fixed unnecessary 'ban steam id' when banuser is preferable Fixed Coordinates parameter being used with 'add vehicle' command Fixed wrong calcul in Nutrition values (it'll be now easier to gain more weight if eating high carbs or lipids food) Fixed "Survived For" showing on the character screen if the player doesn't have a watch. Fixed weight display from being a float to being an int (no more 80.14 but only 80.) Fixed 'add vehicle' command not giving a vehicle to a player who hadn't included their name. Fixed wrong calcul in startEngine process. Fixed multiple VehicleFailingToStart sounds playing. Fixed scaling of lines when zooming indoors. Fixed some map issues: A house had a grass floor, a trailer had a TV on the same square as a kitchen counter, a building had no light switches in two upper floor rooms. Fixed doors/radios/tvs/windows sometimes having different states on clients and the server. Fixed ReleaseSafehouse command Fixed and refactored Grant Admin and Remove Admin commands  Fixed incorrect trunk size of vans with seats. Fixed wrong calcul in chance of uninstalling part resulting in sometimes damaging the part where it should be impossible. Fixed some ingredients left at -1 hunger reduction when adding them to a recipe. Fixed exception when a vehicle crashes near a fire. Fixed loot sometimes respawning too soon. Fixed "map_zone.bin could not be saved" multiplayer error. Fixed weight-gain and weight-loss indicators appearing at the same time. Also fixed increased weight-gain. Fixed McCoy vehicles not spawning. Fixed red font for system messages and shout being hard to read Fixed exception when plastering walls. Fixed wrong calcul in failure of damaging part when installing it. Fixed missing some vehicles definitions (Fossoil wasn't spawning + a few variant of existing models) Fixed wrong distributions table for some vehicles (postal vans weren't spawning anything) Fixed positions zombies stand at when surrounding a vehicle. Fixed some soap items not being able to clean clothing. Fixed crowds of zombies launching vehicles like bottle rockets. Vehicles can still be jostled around by large hordes, but shouldn't go flyingoff at high speed anymore. Fixed errors loading vehicles whose script is no longer defined by picking a random script. Fixed coop server not starting if -cachedir= didn't end in "/Zomboid" Fixed ISEquippedItem exception when not in debug mode. Fixed not being able to open a vehicle's trunk at certain angles. Fixed exception when a zombie's square is null. Fixed an old SpriteRenderer bug, not sure if it hurt anything. Fixed appearance of selected hot/cold items in the inventory/loot windows. Fixed food temperature possibly going above/below container temperature. Fixed some UI layout issues with jumbo fonts. Fixed long strings overlowing comboboxes. Fixed some minor map bugs - light switches, doubled-up TVs, a building with no wall on second floor Fixed using string.match (string contains) instead of stringStart for the item list. Fixed some map bugs: missing walls, missing lightswitches, duplicate TVs. Fixed covered gas station that was considered interior. Fixed unnecessary old chat-transparency display option. Fixed issues with on-screen server messages (using /servermsg command) - horizontal position was relative to the chat window, display time was depended on framerate, font now larger. Fixed missing "Ticking clock" animation while the char sleeps is missing Fixed some debug code running that is disabled in multiplayer. Fixed vehicle skid sound not playing in multiplayer. It only plays for the driver currently; remote clients won't hear it. Fixed vehicle damage to prone zombies being too low in multiplayer. Fixed broken vehicle door locks being lockable/unlockable using the dashboard icon (and vehicle menu). Fixed car collision box blocking a door even if a char can come up to it Fixed wash clothing recipe not working. Fixed file encodings in translation files. Fixed dropped items are drawn above the car Fixed empty water container staying equipped when pouring water from one item to another. Fixed propane tank remaining equipped after inserting into a bbq Fixed rendering issue with Physics.Render debug option as other things such as vehicle areas wouldn't render. Fixed vehicle y-coordinates when spawning in long horizontal zones. (The long horizontal zones at gas-stations were spawning vehicles at the wrong y-coordinate) Fixed unused vehicle code. Fixed issues with adding/removing gas using gas cans. Fixed unnecessary allocations and file access related to non-existent textures. Fixed zones overlapping any cells in a map directory not being removed before loading that map's objects.lua file. Fixed speech from second player in splitscreen being displayed over first player. Fixed small trees causing crashes but not being removable Fixed car engine turning off as soon as battery is removed Fixed crafting recipes losing their favourite status when game language is changed Fixed police sign showing higher on tile when placed Fixed radio saving last lines of broadcast so broadcasts didn't replay in full upon load Fixed bushes only draw with floor when in a car. Fixed too few vehicles spawning in some places. Fixed vehicles being usable through closed doors, fences and walls. Fixed removing a metal-bar barricade giving a metal pipe. Fixed metal-bar barricades requiring three bars but only using one. Fixed error message when having no perks to move an item in tiledef. Fixed collapsed stacks of food not splitting into separate stacks when freshness changes. Fixed berry/mushrooms not being sorted into separate stacks by freshness. Fixed Delete key not working in the load-game screen.  Fixed problem with a DuffelBag items distribution.
  20. Like
    zakarum reacted to EasyPickins in WEATHER TEST BUILD - New thread and full changelist for 40.6   
    Currently it works for barricades, campfires, compost bins, farm plants, generators, rain-collector barrels and traps.  It doesn't add any new types of objects like garage doors.
     
    The Lua code for this is in media\lua\server\Map\MapObjects\.
  21. Like
    zakarum got a reaction from grammarsalad in Small but Important Suggestions Thread   
    Vehicles-update related:
     
    781 - Maybe more customization options for cars with the metalworking and mechanics skill - reinforcing parts (or even spiking so hitting zombies cause less damage), replacing windows with metal sheets, removing systems, all costing or adding speed of course. It would also add some synergy between metalworking and mechanic.
     
    782 - Make engines/horns attract more zombies? I've been driving right next to zeds and they don't move much. Same thing for honking with for distant groups of zeds.
     
    783 - If it isn't in already: Road signs more than just "stop" signs. Sings for nearby gas stations and cities, restaurants, malls and other "public" buildings. Distance to other cities and direction - the kind of stuff that's standard in roads.
     
    784 - Functional garage doors and the option to build an equivalent for your base (it would be much easier to raid that warehouse if you can actually use their garage doors, park inside and hole up while you fill the car). Now that we have vehicles I think that's a bit urgent.
     
    785 - Some use for concrete - we could pave garages for the cars, since off-road damages cars.
    Unrelated to the vehicles update

    786 - Option to reopen non-full or partially-filled graves. (I filled a grave once, accidentally, that was 0/0).
     
    787 - Option to bury trash/items. A lot of times tons of items I don't want to use just end up lying around.
     
    788 - Ability to make regular stones in chipped stones with a hammer.
     
    789 - Ability of cleaning grass from concrete/roads.
     
    790 - Building locks for doors so you can lock/unlock any door you build.
     
    791 - There got to be a better way to stockpile stuff so you know where stuff is. Maybe use paint to paint symbols in crates?
     
    792 - Vital: try to end the fragmentation of the modding community that  steam workshop integration brought. With steam workshop downloader sites not working for PZ, and for people like me that have a DRM-free version, we are basically locked out of somew mods.
     
    Also reinforcing 770. The ability of picking up barels, opening them to store water or using them to store fuel would be a given.
  22. Like
    zakarum got a reaction from undeadryker in Small but Important Suggestions Thread   
    Vehicles-update related:
     
    781 - Maybe more customization options for cars with the metalworking and mechanics skill - reinforcing parts (or even spiking so hitting zombies cause less damage), replacing windows with metal sheets, removing systems, all costing or adding speed of course. It would also add some synergy between metalworking and mechanic.
     
    782 - Make engines/horns attract more zombies? I've been driving right next to zeds and they don't move much. Same thing for honking with for distant groups of zeds.
     
    783 - If it isn't in already: Road signs more than just "stop" signs. Sings for nearby gas stations and cities, restaurants, malls and other "public" buildings. Distance to other cities and direction - the kind of stuff that's standard in roads.
     
    784 - Functional garage doors and the option to build an equivalent for your base (it would be much easier to raid that warehouse if you can actually use their garage doors, park inside and hole up while you fill the car). Now that we have vehicles I think that's a bit urgent.
     
    785 - Some use for concrete - we could pave garages for the cars, since off-road damages cars.
    Unrelated to the vehicles update

    786 - Option to reopen non-full or partially-filled graves. (I filled a grave once, accidentally, that was 0/0).
     
    787 - Option to bury trash/items. A lot of times tons of items I don't want to use just end up lying around.
     
    788 - Ability to make regular stones in chipped stones with a hammer.
     
    789 - Ability of cleaning grass from concrete/roads.
     
    790 - Building locks for doors so you can lock/unlock any door you build.
     
    791 - There got to be a better way to stockpile stuff so you know where stuff is. Maybe use paint to paint symbols in crates?
     
    792 - Vital: try to end the fragmentation of the modding community that  steam workshop integration brought. With steam workshop downloader sites not working for PZ, and for people like me that have a DRM-free version, we are basically locked out of somew mods.
     
    Also reinforcing 770. The ability of picking up barels, opening them to store water or using them to store fuel would be a given.
  23. Like
    zakarum got a reaction from trombonaught in Small but Important Suggestions Thread   
    Vehicles-update related:
     
    781 - Maybe more customization options for cars with the metalworking and mechanics skill - reinforcing parts (or even spiking so hitting zombies cause less damage), replacing windows with metal sheets, removing systems, all costing or adding speed of course. It would also add some synergy between metalworking and mechanic.
     
    782 - Make engines/horns attract more zombies? I've been driving right next to zeds and they don't move much. Same thing for honking with for distant groups of zeds.
     
    783 - If it isn't in already: Road signs more than just "stop" signs. Sings for nearby gas stations and cities, restaurants, malls and other "public" buildings. Distance to other cities and direction - the kind of stuff that's standard in roads.
     
    784 - Functional garage doors and the option to build an equivalent for your base (it would be much easier to raid that warehouse if you can actually use their garage doors, park inside and hole up while you fill the car). Now that we have vehicles I think that's a bit urgent.
     
    785 - Some use for concrete - we could pave garages for the cars, since off-road damages cars.
    Unrelated to the vehicles update

    786 - Option to reopen non-full or partially-filled graves. (I filled a grave once, accidentally, that was 0/0).
     
    787 - Option to bury trash/items. A lot of times tons of items I don't want to use just end up lying around.
     
    788 - Ability to make regular stones in chipped stones with a hammer.
     
    789 - Ability of cleaning grass from concrete/roads.
     
    790 - Building locks for doors so you can lock/unlock any door you build.
     
    791 - There got to be a better way to stockpile stuff so you know where stuff is. Maybe use paint to paint symbols in crates?
     
    792 - Vital: try to end the fragmentation of the modding community that  steam workshop integration brought. With steam workshop downloader sites not working for PZ, and for people like me that have a DRM-free version, we are basically locked out of somew mods.
     
    Also reinforcing 770. The ability of picking up barels, opening them to store water or using them to store fuel would be a given.
  24. Like
    zakarum reacted to EUDOXIO in Small but Important Suggestions Thread   
    770
    Its time to give some love to the Barrels. To store liquids like water or fuel. With a bit of metalwork skill you can use them as barrel bonfires. And also make scraps for Metalwork from them.
     

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