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geronimo553

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  1. Spiffo
    geronimo553 reacted to Batsphinx in IWBUMS 41.43 released   
    NEW
     
    - Updated with new controller icons on gameplay screen when playing with pad
    - The inventory and loot windows are collapsed right away when the player begins aiming, unless they are pinned.
     
    - Interrupt zombies climbing through windows if the player is closing the window.
     This applies if a zombie is starting to climb through a window, and isn't over the window sill.
    - Block the player closing a window if a zombie is climbing through it. The player plays the 'struggle' animation if a zombie is over the window sill.

    - Added "Automatically Drink Water When Thirsty" accessibility option.  It is on by default. Right-clicking on a water bottle when thirsty displays a new option "Quench Thirst". This option isn't displayed for food (such as pop cans), only water containers. Each unit of water removes 10% of thirst, as always.  So some thirst below 10% may remain after drinking.
     
    - Added "Leave Key In Ignition" accessibility option. When enabled, the key remains in a vehicle's ignition when the engine is shut off.
     
    PERFORMANCE
     
    - Improved pooled objects, which should in turn improve performance in areas of high zombie density.
     
    (On Six Months Later settings, for example, game was taking above 6ms to release an AnimationPlayer when removing one zombie from the world. This time has now been lowered to about 0.01ms - 0.03ms).

    BALANCE
     
    - Removed attack that was standing in for a cancelled jaw stab
    - Added more floorboard stashes, including some exotic ones.
    - Increased chance of finding an annotated map
    - Increased the chance of finding a Survivor Zed
    - Refined the outline colour when aiming at zeds with a firearm - green now appears when the chance of getting a good shot is a lot more likely
    - Increased chance of clip found in guns or next to it.
    - changed sleepyhead and wakeful sleep times
    - Added traps being destroyed in streamed world returning same items as when destroyed in 'offscreen simulation'

    MODELS/ANIMS CHANGES
     
    - Adjusted multiple bags and apron mesh so they don't clip each other
    - Made welding mask replace hats and vice versa (can't wear at same time)
    - Made it so earrings don't clip through hoods
     
    FIXES
     
    - Fixed crawling zombies hitting the player in a vehicle when doing the fence/window crawl attack.
    - Fixed the controller focus being on the load-game screen after loading a game with the controller active.
    - Fixed the inventory and loot window selections being cleared sometimes while dragging items. This resulted in dragged items not being rendered.
    - Fixed the vehicle dashboard remaining hidden after hiding the ui while inside a vehicle.
    - Fixed the crafting, map, and mechanics UIs blocking all keypress events.
    - Fixed multiples of "Time Before Corpse Removal" passing before corpses are removed.
    - Fixed corpses moving and changing from male to female when rotting.
    - Fixed Lua error while loading a challenge if all Lua files were reloaded due to mods.
    - Fixed multiple player-death sounds playing.
    - Fixed the inspect-clothing ui displaying the wrong bite/scratch defense values for items with neckProtectionModifier < 1.
    - Fixed bite/scratch defense bonus on the neck being reduced on clothing with neckProtectionModifier < 1.
    - Fixed setting the sandbox start time to 5AM starting at 9AM.
    - Fixed "Pouring in" being displayed in the inventory window when combining Thread.
    - Fixed stashed planks not working (the container "hidden" in the floor).
    - Fixed hotbar appearing for controller users
    - Fixed CTRL+A in the inventory and loot windows causing the player to turn.
    - Fixed missing function name in "xxx not defined for operands in null" exception messages.
    - Fixed not taking bullets from bags to reload a magazine when using the radial menu. Bullets in bags were taken when using the context menu.
    - Fixed being able to pour dirt onto water tiles
    - Fixed rugs/carpets being removed with certain actions calling addfloor (pour/take dirt, build floor)
    - Fixed some benches requiring different tools for different facing directions
    - Fixed objects not being able to click or added to context menu when 'under/behind' a collapsed wall
    - Fixed pouring the same thing out the same type multiple times on a tile (sand/gravel/dirt)
    - Fixed park ranger not having his/her walk through trees work correctly
     
  2. Spiffo
    geronimo553 reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  3. pillow
    geronimo553 reacted to nasKo in IWBUMS 41.40 RELEASED   
    Hotfix, August 3rd:
     
    - Fixed not being able to knock down zombies by shoving with a knife-like weapon equipped.

    ___________________________________________________
     
    NEW
     
    - Added jewelry that can be worn on player: necklaces, earrings and rings on fingers.
    - Added ability to refill water dispensers
    - Drainable items now change their weight depending on how full they are
    - Updated credits
    - Added bracelets, watches, dogtags etc to zombies. NOTE: OLD WATCHES ARE DEPRECATED. YOU WILL HAVE TO FIND NEW WATCHES.
    - Added SetMeleeDelay animation event that can be used to set the delay between attacks. This is basically the same as RecoilDelay which is used to set the delay between firearm shots.

    - New thing for recipes.txt: 
        Normally a recipe source contains a list of hard-coded item types. 
        This doesn't work well with all the new clothing items. 
        Now a recipe source of the form "[function]" specifies the name of a Lua function that will be called to get a list of items that can be used as a source item. 
        See DismantleDigitalWatch_GetItemTypes() in recipecode.lua for an example.

    - Added context-menu tooltips showing the percent full of water-containing items when taking or transferring water.
     
    - Added IsoRoofFixer.java to prevent falling through roofs not placed by the mapping tools
        - can attempt to fix roofs for falling player per tile or on a per room space below basis, defaults to latter
        - locations are stored in meta data save so it doesnt attempt to fix it twice when player removes these floors (per room mode only).
        - optionally can place floors that match the roof style, or invisible floors
     
    - Added some more system specs printing in console logs
    - Display item icons in the "Items List" debug ui.
      
     
    CONTEXT MENUS AND HOT BAR TIDY UP
     
    - Added an optional way of interacting with context menus. 
        - Instead of displaying child menus to the left or right of the parent menu, the parent menu is hidden and the child menu is displayed in place of the parent menu. An extra menu option is added at the top of a child menu to go back to the parent menu. This behavior can be enable or disabled for each splitscreen player in the  Accessibility options. This works well with a controller. Mouse users may or may not prefer this method.

    - Attached items (i.e. hotbar items) may emit light, not just items held in the player's hands. Currently the game does not have any light-emitting items that can go in the hotbar, but this could be used to equip a chest-mounted or head-mounted light.
    - The "Equip/Turn On/Off Light Source" key will toggle a light-emitting item in the hotbar if present, instead of equipping the item in the player's hand.
    - Pressing a keyboard shortcut for a hotbar slot will activate or deactivate an item instead of equipping it, if possible.
    - A hotbar slot is highlighted red if a dragged item cannot be equipped in that slot.
    - Non-weapon items may be dragged to the hotbar.  Non-weapon items could already be added to the hotbar using context menus and radial menus.
    - The left d-pad radial menu (which previously only showed equippable weapons) now also displays the best light-emitting item in the player's inventory.  This can be used to equip and toggle a flashlight when using a controller.
    - Added an animation to context menus when displaying them with the "Single Context Menu" option when using a mouse.  There was already an animation when using a controller.
    - Prefer to display tooltips to the right or left of context menus instead of on top of them.
    - When using the "Single Context Menu" option with the mouse, short submenus are positioned under the mouse instead
     of at the parent's position.
    - Allow items to be dragged to the primary and secondary slot icons to equip them. Dragging two-handed items between the two icons equips the item in both hands.
    - Display all known seed types in the farming context menu, so mods don't need to override ISFarmingMenu.lua.
    - Display the type of container selected in the loot window. This was already done for bags, but will now also show icons for clothing driers, washers etc.
    - Added a radial-menu option to smash a vehicle window when outside the vehicle. This option was already available in the right-click context menu.
    - Added "Toggle Models Enabled" keybind, F3 by default, so people can change the key that hides/shows models in debug mode.
    - Added "Toggle Animation Text" keybind, F6 by default, so people can change the key that hides/shows animation-related text in debug mode.
    - New "Wear" submenu for garments that can be worn in different ways: Baseball cap, Poncho, Fanny Pack, Hoodie etc.
    - Changed the On/Off button in the Set Alarm dialog to a checkbox.
    - Added an option to toggle aim on and off by tapping the Aim key. Holding the Aim key for more than 1/2 a second aims without forcing aim on, so aiming stops when the Aim key is released. Running will turn off forced aim.
    - The "Attach" menu for attaching items to the hotbar adds "(Replace XYZ)" if the item will replace an existing item,
     when clicking on an item in the inventory window.
    - The vehicle radial-menu option to lock and unlock doors also locks and unlocks the trunk when using a controller.
     Players using the mouse can already do this by clicking the trunk icon in the vehicle dashboard.
    - The Attach menu options show the item to be replaced in a tooltip instead of the option name, to match the Wear menu
    - Added tooltips to the Eat submenu to show how much hunger/thirst/unhappiness will be changed, as well as displaying a warning about uncooked food and food that is better hot or cold.
    - Added "Cooked in microwave" warning to Eat submenu tooltips.
    - Don't wrap long lines in wear-item tooltips (the ones that display the bite/scratch bonuses)

     
    TUTORIAL
    - Added code for Turbo's new objective markers
    - Added homing marker objective marker
    - Added improved item highlights
    - Improved Spiffo tutorial window placement
    - Added (incomplete) work on controllers with tutorial 
    - Added zombie alert when player opens curtain to see feeding brothers
     
    CORPSES AND GENERATORS TIDY-UP
    - Filling a grave is now a separate action from burying the 5th corpse. It still happens automatically after burying the 5th corpse.
    - Burying a corpse no longer plays a shoveling animation. This was broken since the shovel couldn't be equipped while the corpse was still in the player's hands, so the shovel might appear in the player's hands and on their back.
    - When equipping an item in the hands, corpses and generators are dropped first in a separate action. Dropping a corpse or generator used to happen instantly as soon as the item was equipped.
    - Items in the hands are unequipped in a separate action before picking up a corpse or generator. This looks better when the equipped items are in the hotbar.
    - Right-clicking on an equipped corpse or generator says "Drop" instead of "Unequip".
    - Fixed "Grab One / Grab Half / Grab All" being displayed for stacks of corpses in a container.
     
    CAMPFIRE AND FIREPLACE TIDY UP
    - Charcoal may be used as fuel in campfires and fireplaces.
    - Each use of charcoal adds 30 minutes of fuel to a bbq/campfire/fireplace, instead of using the entire bag.
    - Charcoal barbeques can use the same fuel and starting methods as campfires and fireplaces.
    - Only clothing with FabricType defined (stuff that can be torn) can be used as fuel in a bbq/campfire/fireplace.
    - New "Add Fuel" and "Light Fire" tooltips show the amount of burn time for each item.
    - Stopped rain reducing campfire fuel twice as fast, as it looked like a bug.
     

    MODDING AND COMMUNITY TRANSLATION
     
    - Added a fix/function for radio modding, to allow for timing sensitive stuff like voice-over mods.
    - lines in WordZed can now be prefixed with "${t:xx.xxx}" where x is the amount of seconds. This will override the standard line triggering limitations in the radio system and use the supplied amount seconds before moving to the next line.
     
    - Removed the hard-coded list of languages so mods can add new languages.
        Languages are loaded by looking in the media/lua/shared/Translate folder for the game and any active mods.
        In each language folder, a new file called language.txt specifies the name and character encoding.
        The old "Language" enum is now a class.  This shouldn't break mods (unless they were calling an unimplemented method).
     
    - media/lua/shared/Translate/XX/language.txt files may have a line "base = YY," where YY is the name of another language to use for missing translations, before using the default language EN.
        - For example, a mod that wants to override some French translations could use this language.txt file:
        VERSION = 1,
        text = French Mod,
        charset = Cp1252,
        base = FR,
        
    - Added map description.txt and title.txt translation files to the media/lua/shared/Translate/EN/<MAP>/ folders. These are now read for the English language so they can be overridden by mods.
    - Fixed untranslatable text "Delete 'preset'?" in the sandbox options ui.
     

    BALANCE
     
    - Tooltips for freezing or thawing food displays freezing time.
    - Cooking time is no longer displayed for frozen food (because it can't be cooked).
    - Added a recipe for emptying a Griddle Pan.
    - Changed Empty Paint Bucket to store water.
    - Only digital watches show the date in the time display.
     

    ANIMS

    - Enabled EarlyTransitionOut for 1HDefault and SpearDefault.
    - adjusted the female bash mesh to look a bit more natural
    - tweaked hand positions of 2h strafe left and right
    - added style option to Rachel hairstyle and tweaked some other style options.
    - added masks to eating actions to improve blend between upper and lower body
    - adjusted Bob/Bob_StrafeAimSpear_Right.X and Bob/Bob_WalkBwdAim2H_Heavy.X as weapon was not anchored in hand
    - adjusted 2H_heavy attacks to end in correct pose
    - Fixed a bone-reparenting issue that caused weapons to slide around in the hands, most noticeably when fast-forwarding.
    - Declared IsoLivingCharacter.bareHands 'final', and fixed duplicate allocation.
    - Reduced MinRange for various stabbing weapons to 0.61, which is the same as other stabbing weapons. Now that attacks take the zombie's head position into account, and the head is usually closer to the player
     than the body, MinRange doesn't need to be so large. The ranges can be viewed by enabling the Character.Debug.Render.AimCone debug option.
    - Fixed stabbing weapons without CloseKillMove defined getting jaw-stab attacks.
    - Fixed the shove animation restarting when the player starts or stops moving.
    - Fixed the player hitting vehicles they aren't facing.
    - Fixed the player's bit-while-sitting animation looping forever.
    - Removed duplicate transition in zombie/walktoward/transitions.xml
    - Updated transitions and anim variable sets and conditions to work with EarlyTransitionOut
        - All transitions are now listening to ActiveAnimFinishing instead of ActiveAnimLooped.
            - Using <m_time>Start<m_time> instead of <m_timePc>0</m_timePc>
            - Using <m_time>End<m_time> instead of <m_timePc>1</m_timePc>
        - This allows us to fire the event at the point of EarlyOut instead of at the very end.
        - Prevents infinite loops caused by waiting for an event at 100% that never comes.
         - This should work just fine with all existing anim states, while fixing all infinite loops.
        - To enable an EarlyTransitionOut for a node, simply add <m_EarlyTransitionOut>true</m_EarlyTransitionOut>
     
     
    MAP UPDATES
     
    - Fixed lack of generators in Kingsmouth and added new 'Hangar' room def
    - Fixed non-cutaway wall on Studio
    - General improvements to both challenge maps
     
     
    FIXES
    - The player will ignore zombies standing on the other side of a fence if there is a prone zombie on the near side of the fence.
    - The player may target the head, waist or feet of prone zombies, instead of only the head. Targeting the head still does the most damage.

    - Fixed weapons having an extra 0.5 range. 
        - This extra range was only supposed to be used before an attack starts, to see if a prone zombie or lunging zombie should be hit.
        - This shouldn't affect weapon ranges though, because now the position of the  head of standing zombies is checked, and it tends to be 0.5 units ahead of the body when a zombie is lunging.
        - In theory, this will increase the range from 0.5 to 1.0 when choosing to attack a standing zombie instead of a nearer prone one, +0.5 for the head relative to the body, and +0.5 for the "extra lunge range".

    - Fixed being unable to equip a corpse or generator from a container if the player was carrying too much. This prevented the player grabbing a generator from a vehicle, for example.  It had to be dropped onto the ground first. The player was always able to equip a corpse or generator from the ground regardless of weight.
    - Fixed a lua error using the farming context menu to plant seeds without waiting for the previous action to complete.
    - Fixed chance of success and chance of damage sometimes being less than 0 or greater than 100 when installing or uninstalling vehicle parts.
    - Fixed cutaway fences looking jagged at the bottom
    - Fixed all of fences not cutting away
    - Fixed Bite/Scratch protection from Tailoring and TV shows XP gain producing floating values
    - Fixed situations in which Rip Sheets should be called Rip Clothing
    - Fixed interrupted 'Pour tainted water' into an empty container action resulting in drinkable water
    - Fixed Butchered caught animals not showing some weight and calories variation
    - Fixed many clothing items that couldn't be ripped
    - Fixed freezing and thawing times of food increasing as day length increases. I set the times to approximately match the existing durations at the default 30-minute day:
     Freezing:- 4 hours. Thawing: 15 minutes in an oven, 1.5 hours at room temperature, 3.0 hours in a fridge.
    - Fixed the radial menu used to switch the furniture-moving mode not working.
    - Fixed unnecessary counting of options in ISContextMenu.lua.
    - Fixed lua error in ISMoveableInfoWindow caused by empty overlay sprites on furniture. Could add a "none" sprite to the overlay editor.
    - Fixed the player's model lighting changing sometimes after equipping or unequipping items
    - Fixed the UI flickering sometimes when offscreen rendering is enabled.
    - Fixed languages not loading on Linux and MacOS.
    - Fixed the appearance of the mods ui when there are no mods.
    - Fixed carpentry materials not being removed from the player's hands after crafting.
    - Fixed the OnTickEvenPaused event not being triggered when the game was paused. It was checking GameLoadingState.bDone=true, but that is set to false when loading finishes.
    - Fixed the container buttons in the loot window not being updated after picking up or placing furniture.
    - Fixed floating run animation after the player gets up after running into a zombie.
    - Fixed corpses and zombies on the ground not having shadows.
    - Fixed actions using the amount of puddle water on river/pool squares.
    - Fixed the clock not being displayed with the new worn watches.
    - Fixed the list of lights touching a square not getting cleared when moving to an area without lights.
    - Fixed CurrentCell.roomLights.contains(i) instead of contains(roomLight).
    - Fixed shadows going haywire on fast-forward.
    - Fixed being able to take dirt from a square with a farm plant on it.
    - Fixed being able to dig a furrow on an existing one.  There is already a "Remove" option.
    - Fixed being able to place dirt/gravel/sand on a farm plant.
    - Fixed leg-twitch while attacking with 2H weapons. The turning state did not have a way of exiting while an attack was happening.
    - Fixed zombies failing to climb over fences or through windows sometimes.
    - Fixed Disassemble context-menu action equipping a welding mask in the hand instead of wearing it.
    - Fixed zombies sometimes walking slowly into walls when they are approaching the player.
    - Fixed zombie-crawler/hitreaction/Default.xml animation being looped.
    - Fixed missing "Campfire Info" option when clicking a campfire behind a carpentry wall.
    - Fixed not being able to start bandaging wounds while moving, even though moving is allowed after starting.
    - Fixed the inventory-window and loot-window selections changing as timed actions removed items.
    - Possibly fixed multiple zombies getting jaw-stabbed by a single attack.
    - Fixed the Wear submenu not showing bite and scratch defense bonuses. The Wear tooltip shows which items will be replaced, instead of the context-menu text being "Replace X with Y". This was done because sometimes several items are replaced, such as when putting on a Spiffo Suit.
    - Fixed duplicating fanny packs and other items.
    - Possibly fixed the player attacking after finishing the stagger-back animation. Needs feedback.
    - Fixed bite and scratch defense always being green in the Wear tooltip.
    - The Wear tooltip shows the item-to-be-worn's bite and scratch defense as well as the +/- change, the same way item tooltips do.  "Bite Defense: 0 (-10)" for example.
    - Fixed the "Render Rain When Indoors" option not being changeable.
    - Fixed "Dismantle Digital Watch" recipe not working with new watches.
    - Added back "Craft Sheet Rope", "Rip Clothing", and "Rip Sheets" recipes.
    - Fixed available recipes not being sorted to the top of the recipe list when the "Filter All" checkbox is checked.
    - Changed some usages of Stack to ArrayList. Stack is synchronized which is a bit slower.
    - Declared some fields and classes 'final'.
    - Removed HandWeapon.directional
    - Fixed some lambda-related gc
    - Fixed the broken appearance of wrist-watch models caused by masks.
    - Fixed text overlap in the Disassemble context-menu tooltips when using larger tooltip fonts.
    - Fixed tutorial lua error when not using a controller.
    - Stop creating a new inventory-window tooltip every time a tooltip is displayed, just reuse the existing one.
    - Fixed the display of rotten-food hunger values in evolved recipe tooltips (too many numbers after the decimal point).
    - Fixed inventory-window tooltips not being hidden when context menus are visible, when using the "Single Context Menu" option.
    - Fixed lua error with context menus when not using the "Single Context Menu" option
    - Fixed zombies crawling over furniture jumping upright when hit by the player.
    - Fixed lua error right-clicking on items in the hotbar while the game is paused. Hotbar context menus are no longer displayed when the game is paused.
    - Reuse ISContextMenu objects instead of creating new ones each time
    - Fixed "... and 0 more" text in recipe tooltips when exactly 10 source items are possible
    - Hide "Condition" in jewelry tooltips (any item with Cosmetic=TRUE).
    - fixed bug in RichText Panel and Layout where drawTextLeft was called.
    - Fixed "Rip Clothing" recipe not producing dirty strips from dirty clothes.
    - Fixed not reusomh context-menu tooltips instead of creating new ones each time. The carpentry and metalwork menus together created 60+ tooltips.
    - Possibly fixed the "Game Paused" message not being rendered after quitting to the main menu.

    - Fixed some issues with the zombie climb-over-fence crawling attack.
        - The zombie's movement was restricted.
        - The angle to crawl wasn't always calculated correctly.
        - The test for the attack hitting wasn't quite right.
        - The player's immunity to these attacks didn't handle different framerates (IsoGameCharacter.lungeFallTimer).

    - Fixed item.RequireInHandOrInventory being treated as DisplayName in ISInventoryPaneContextMenu.doEatOption() instead of an item type.
    - Fixed DisplayName for Necklace_Choker_Amber and Necklace_Choker_Diamond.
    - Fixed "Medium Silver Looped Earrings" being named "Gold".
    - Rebuilt UI2.pack to add a few missing item icons, and the blood/hole/patch textures shown in the inspect-clothing ui.
    - Fixed the Metalwork menu tooltips using the old DisplayName translations.

    - Fixed Lua errors when adding fuel to a barbeque/campfire/fireplace from a stack of items before the previous action completes.
        This is an old issue where the same item is used by multiple actions in the action queue. After the first action completes, the item is no longer available for use by subsequent actions. This type of issue can be avoided by using the new ISContextMenu.addActionsOption() which adds a placeholder action to the timed-action queue. When the placeholder action starts, it calls a function to add the actual actions to the queue.
        The new actions are inserted into the queue immediately after the placeholder action.  The function that is called can find available items of the proper type, so the items to use are determined when the action starts, instead of when the context menu is first displayed.

    - Stop invisible-player attacks creating noise which attracts zombies.
    - Fixed grass/vegetation showing over interior walls when wind makes them sway

    - Fixed traps exploit by placing window frames near them making them indestructable.
        - traps can no longer be placed near windowframes/hoppables
        - if a windowframe is constructed near the trap after placing the trap first, the trap will consume bait but never catch anything

    - Fixed fossoil sign infinite pick up / acting as lightswitch. This will be fixed for new worlds, however existing worlds will have the problem remaining due to saved data
    - Fixed unnecessarily creating copies of clothing model textures that don't have blood, dirt or holes. This mostly includes bags, hats, jewelry and watches
    - Fixed the "zombie surprised player" sound not playing. This broke when we started spawning zombies in houses before the player entered the house. They used to spawn as soon as the player opened the door to a room.
    - Fixed text width of "Hair" and "Beard" translations in the character-info ui not being taken into account when aligning text.
     
     
  4. Like
    geronimo553 reacted to Blake81 in IWBUMS 41.36 RELEASED   
    I'm officially dubbing that bug as "Blooosputin"; because no matter how many times you kill it, it will just not go down...
  5. Spiffo
    geronimo553 reacted to lemmy101 in IWBUMS 41.36 RELEASED   
    BALANCE

    - Increased dirt on character.

    FIXES
     
    - Fixed some recipes not being able to use the new garden saw.
    - Fixed exceptions due to missing eye-shadow textures.
    - Fixed the makeup ui not working with different-sized fonts.
    - Fixed the makeup ui not working with a controller.
    - Fixed the Lua debugger Errors ui not showing exceptions in one case.
    - Fixed occasional Lua error when right-clicking on windows.
    - Fixed odd position of bags on the ground when dropped from hands.
    - Fixed Blooo (again again again) by making the default DisplayName for items is now the Module.Type of that item, making it easier to debug.
    - Fixed the "leg kick" when performing some timed actions (eating, smoking, etc).
  6. Spiffo
    geronimo553 reacted to EnigmaGrey in IWBUMS 41.32 released!   
    While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛
     
    As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.
  7. Like
    geronimo553 reacted to Nebula in IWBUMS 41.32 released!   
    Two-way radios are good. But they turn off when not in the hand .... then what is the point? Make them stay on. I agree, yes, to say something on the air you need to take it off your belt and then say it, but when you need to listen to the radio on your belt.
     
    9 days ... does this have anything to do with the resurrection of Jesus on day 9?
  8. Spiffo
    geronimo553 reacted to Richard T. Fry in IWBUMS 41.32 released!   
    Noooo.  I enjoyed the fact that bodies stayed in game.  It gave it a sense of realism I didn't get from other games.  Disappearing items/corpses seems like an arcade game.

    Where do I turn this 'feature' off?  

    I have a pile of zombie corpses I don't want disappearing.  Changing into bones is fine.  9 days is way to short.  It should stop at bones, not disappear.

    Driving by the pile of corpses gives my game a sense of living in a dangerous world.  The files buzzing about.

    -Richard

  9. Pie
    geronimo553 reacted to lemmy101 in IWBUMS 41.32 released!   
    NEW
     
    - Map and crafting window can now be closed using ESC 
    - Fishing with a spear has new SFX
    - State changes now respect partial consumption of foods
    - Ropes can now be used as sheet ropes
    - Targetting system now prefers shooting targets closer to the player's z-level.
    - The door-lock icon in the vehicle dashboard is now drawn in yellow if some (but not all) doors are locked.
    - Synced zombie thumping animations with the thump impact on doors and windows (except the window-rubbing animation, which doesn't have an impact).
    - Placed Wire in the metalwork-menu tooltips with the other materials, instead of under the skill level required.
    - Sandbox options with non-default values are highlighted
    - Added aiming at floor when you're aiming at a zombie on ground (only works when static for now, strafing will be the same) for every weapon.
    - Added talkie walkie static models.
    - Added ability to attach walkie-talkie on the belt having seen how awesome it is in Planetalgol's mod. (Check out his stuff!)
    - Balanced all weapons range/angle, some weapons were missing angle (meaning you could hit from a 90° angle), some range were way too big.
    - Better bones masking for melee attacks, hips will now be included, so the melee attack will feel less weird.
    - Can now uppercut/overhead attack while moving.
    - Zombies will now thump a car with siren/alarm on, siren will eventually get destroyed by thumping zombies.
    - Added corpses removal default settings in SP: After 9 days a corpse will either disapear or transform into skeleton (skeleton will then disapear 9 days later).
    - If you're able to hit a zombie, you won't hit any thumpable, doors, windows, etc.

    Zed fence/window behaviour improvements:
     
    PLEASE NOTE THIS IS IMPROVED, BUT NOT FINAL - potentially still some issues
     
    - Zombies won't always do their lunge attack even if they can.
    - Player will not 100% fall on the ground, but do a dice roll depending on stats to check if he falls or not, if not, they'll slightly lose his balance.
    - Fixed zombies trying to lunge on a different Z levels player.
    - Added missing weight in calcul for some chance to fall during certain actions.
    - Fixed too much range sometimes on the zombies fence lunge attack.
    - Fixed missing transition from shove to bump.
    - Fixed fence-lunging and window-lunging zombies lateral movement being restricted.
     
    Nerfed backstabbing:
     
    - Before there was a 100% crit chance with knife when backstabbing, now it will occurs only if the zombie is unalert
    - The crit chance for other weapons during backstab is lowered if zombies are alert, but greatly increased if unalert
     
    Populated many chunks with forage zone via a code solution:
     
    - Forest zones are automatically added to allow scavenging in areas where such zones haven't been placed by the mapper.
      These zones cover exactly one chunk.
      These zones are always of type Forest, never Deep Forest.
      These zones aren't saved.
      A chunk must not be part of a Nav zone or a Town zone, or an existing Forest or Deep Forest zone.
      Automatic Forest zones require all neighbouring chunks to have trees
     
    BALANCE
     
    - Clothes can be washed without soap but it takes much longer
    - Lacerations can now be bandaged with dirty rags
    - Increased nutritional value of caught fish
    - More loot in sewing boxes.
    - More canning equipment in kitchen (jars/jar lids)
    - More painting materials in crates.
    - Increased fingerless gloves spawn rate.
    - Added more loot to the junk table
    - More clutter in kitchens.
    - More loot in sheds (mechanics stuff, saws etc)
     
    MAP FIXES
    Fixes to:
     
    Bathrooms with toilets facing each other
    Doubled up shelves/counters
    Accidental additional walls
    Missing windows
    Missing doors
    Missing lightswitches
    Incorrectly placed furniture
     
    FIX
     
    - Fixed Mildew Spray not being pourablr on the ground
    - Fixed Tall Fences and Log Walls not being part of cutaway system
    - Fixed tile with a wall from an intersecting wall not fading away with cutaways
    - Fixed incorrect timed action on chopping down tree with axe
    - Fixed floors built on water being invisible.
    - Fixed rendering floors above water on z > 0.* by tim
    - Fixed errors loading lua files from mods.
    - Fixed issues with hoppable seats placed next to walls - transparent walls and jump through-able walls
    - Fixed fence-lunging zombies hitting players in vehicles
    - Fixed "Choke Tube Full" making the Shotgun unusable (it set the MinAngle to 1.0).
    - Fixed sandbag and gravelbag sprite changing to a burned wall when burned
    - Fixed Character.Debug.Render.AimCone rendering (the angles were wrong)
    - Fixed save folders and game modes not matching the English UI labels.
    - Fixed the order of Blow Torch and Welding Rods in metalwork tooltips changing depending on availability.
    - Fixed vision through windows by adding the transparentN/transparentW flag to all window sprites
    - Fixed the player clipping through tall fences while climbing over.
    - Fixed the player not going over a tall fence when starting the climb from too far away.
    - Fixed fake-dead zombies not counting as "on the ground" when running over them with a vehicle.
    - Fixed the player shouting when honking the horn when the Shout key is the same as the Vehicle Horn key.
    - Fixed VehicleCrash1 and VehicleCrash2 sounds not being defined in sounds_vehicle.txt.
    - Fixed some keys not working after viewing an annotated map.
    - Fixed missing Stash_MarchRidgeMap6_Text3 translation.
    - Fixed the JOIN button not being greyed out in the main menu (changed by Zac).
    - Fixed not being able to attack zombies through see-through carpentry doors (i.e., chainlink gates).
    - Fixed zombies sometimes facing odd angles when thumping doors and windows.
    - Fixed wrong angle calcul when aiming at zombies on ground.
    - Fixed skill magazines not being removed from inventory when used as fuel for barbeques and fireplaces.
    - Fixed quick stomp when shoving zombie to ground + shove after killing a zed with stomp.
    - Fixed fences door being more resistant than fences.
    - Fixed zombies crawling through walls and fences when lunging at the player, after climbing through a window or over a fence.N
    - Fixed zombies getting stuck in the grace period of AttackState after the player dies (standing with their arms outstretched).
    - Fixed the context menu sometimes being placed too far away from the hotbar.
    - Fixed the zombie population renderer not showing buildings in the right column and bottom row of cells.
    - Fixed player getting double attacks sometimes due to bAimAtFloor switching while an attack animation is playing.
    - Fixed, hopefully, the Wash'Bloooo' bug.
    - Fixed sandbox options "attack block movement" not working.
    - Fixed some weapons (revolver, dbl barrel shotgun..) jamming when they should not.
    - Fixed media/textures/patches/patchesmask.png getting loaded on the wrong thread.
    - Fixed not being able to drop individual parts of multi-part furniture items (like beds).
    - Fixed the zombie "stutter" when going in a room while they're chasing you.
    - Fixed Sack not being empty (with items inside it) being used to take dirt/sand/gravel.
    - Fixed red veteran shirt having purple color.
    - Fixed one of the generic outfit of zeds (one with the long leather jacket) always having white trousers.
  10. Spiffo
    geronimo553 reacted to nasKo in IWBUMS 41.31 RELEASED   
    ANIMS
    - adjusted blend in and outs for strafing and some melee states (fix for weird looking hitting animation like the rolling pin)
     
    MODDING
    - added radio OnDeviceText passes the parent (IsoObject,Item,VehiclePart) for modding purposes
     
    FIXES
    - Increased damage done to fences.
    - Fixed zombies shoving you when dead.
    - Fixed zombies shoving after you hit them.
    - Fixed zombies hitting through walls.
    - Fixed frames where zombie was considered not "on floor" during a fence or windows lunge attack
    - Fixed zombies being able to attack you at different Z level when doing a windows/fence lunge.
    - Fixed lack of zombies in prisoner outfits at the prison.
    - Fixed (again) blob corpses.
    - Fixed carpentry not consuming materials.
    - Fixed short wooden carpentry fences not being destroyable by vehicles and zombies.
    - Fixed jail-cell walls blocking vision.
    - Fixed null pointer bodydamage catchacolddelta
    - Fixed multithreading bug with physics debug rendering.
    - Fixed toxic buildings throwing exceptions when zombies are inside.
    - Fixed vehicles running in building making them toxic until it's polished up again
  11. Spiffo
    geronimo553 reacted to lemmy101 in IWBUMS 41.29 RELEASED   
    PLEASE NOTE: ZOOM BETA IS NOW LEGACY
     
    The current Zoom beta is a Zoom-enhanced version of 41.28. It will contain bugs such as one with cutaways not working.
    The zoom beta channel will be left open until all players have transitioned back over to the IWBUMS beta.
     
    NEW
    - ZOOM beta merged in - crisper visuals and improved performance for low spec systems
    - Added a cursor to help select which tree to chop down.
    - Added a horde manager UI in debug
    - Added sandbox options "Vehicles Story event chance"
     
    BALANCE
    - Removed damage from driving over small trees and bushes.
    - Reduced the slow-down from driving over small trees and bushes. (May be one or two types we've missed)
    - Tiny saplings no longer make you fall when sprinting.
    - Updated community translations.
    - Made lighting on dropped weapon and hat models less bright.
     
    FIXES
    - Fixed some strangeness on older Macs with the new models (Apple crew! Please report in! Do we have you back?)
    - Fixed cutaways failing on NW wall corners.
    - Fixed issues with cutaway system failing completely sometimes.
    - Fixed lua error taking a key from a killed zombie.
    - Fixed zombies getting updated after being removed from the world.
    - Fixed not being able to attack prone zombies if there is a zombie standing nearby behind a closed door.
    - Fixed the aiming outline not appearing sometimes.
    - Fixed timed action stop() method being called if the action was interrupted during waitToStart().
    - Fixed the missing patio floor in the Riverside restaurant.
    - Fixed collision detection with trees and bushes.
    - Fixed some typo (Tshirt -> T-Shirt).
    - Fixed tailoring XP exploit when removing patch multiple time.
    - Fixed "Tiered zombie updates" option not saving.
    - Fixed garbage creation related to clothing item lookup
    - Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes.
    - Fixed scavenge and fishing layout with different-sized fonts.
    - Fixed north-west corner tiles not cutting away.
    - Fixed off-center chop-tree indicator image.
    - Fixed ISEquipWeaponAction not completing immediately if the weapon is already equipped.
    - Fixed the render thread calling AnimationPlayer.getRenderedAngle() in some places. Added pooling of AnimationPlayer objects.
    - Fixed controller issues in the foraging and fishing ui.
    - Fixed vehicle save issues by doubling the size of the ByteBuffer used to save vehicles from 64KB to 128KB.
    - Fixed IsoZombieGiblets never being removed from the square they are on.
    - Fixed closed curtains not being visible from the outside.
    - Fixed being able to click on curtains to open/close them from too far away or when outside buildings sometimes.
    - Fixed iso cursor being visible when using a controller.
    - Fixed the player getting stuck in the aim animation if the weapon breaks while attacking.
  12. Like
    geronimo553 reacted to MadDan in IWBUMS 41.28 RELEASED!   
    Seems to be random, and no range so far as I can tell. Sometimes it's at a number you can't tune to (eg. 90.3) where you could only tune to 90.2-90.4 in that range. My fix for that is just go searching for one already pre-tuned. You'll have to venture out a good bit to find one if you're on the same save. Not all radios have it tuned either.
  13. Like
    geronimo553 reacted to lemmy101 in IWBUMS 41.28 RELEASED!   
    as we've stated multiple times ,- you'll know WELL in advance of an iwbums build it'll have multiplayer in it. We'll have showed videos on thursdoid, and have been talking about for like a month of thursdoids, having public tests on a single server to debug and profile, then a separate branch, before it ever hits IWBUMs people will be playing MP, and before people have played MP on their own servers, there will have likely been 2 or 3 very advertised load test events where we have a single server up for people to join. If your heart is skipping a beat when you read IWBUMs thinking we're going to randomly drop:
     
    * added multiplayer
     
    into it, you're setting yourself up for a disappointment every time. This isn't a bug fix, its a HUGE low level rewrite of the game's multiplayer architecture, and undertaking that'll be likely more a headache than the zoom branch has been to get finalised to merge into iwbums.
  14. Spiffo
    geronimo553 reacted to Four-Eyes in IWBUMS 41.28 RELEASED!   
    I have a question. Will gun reloading mechanics be fixed in the future? I play with 'hardcore' reloading and I don’t really like it when the slide twitches automatically. It would be nice to give us the opportunity to pull the slide ourselves, at any time we like, as it was previously.
  15. Like
    geronimo553 reacted to Burleon in IWBUMS 41.28 RELEASED!   
    the '' Automated Emergency Broadcast radio channel'' how long does it play before it cuts off? 
  16. Like
    geronimo553 reacted to El-Breado in IWBUMS 41.28 RELEASED!   
    "What's the frequency, Kenneth?"
  17. Spiffo
    geronimo553 reacted to lemmy101 in IWBUMS 41.28 RELEASED!   
    NEW - Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds.\ - Accompanying the above, added 'tiered zombie update' options (enabled by default) that will update zombies at a distance / out of sight less frequency so hordes will be better fps. - Some fixes to address attack cancelling. Let us know how it plays. - added Automated Emergency Broadcast radio channel - Made rain a bit softer, and when indoors cut alpha in half - Added option to disable rain indoors completely - added multiplier option for text remaining visible radiochannels - added computerize scrambler to zomboid radio - Updated community translations. Improvements to Foraging UI: - Now displays a list of items found, with their textures. - UI is more transparent. - Cancel button now only cancels the current action. - Added a close button to close the UI. Improvements to Fishing UI - Now uses same UI model as Foraging - You can select rods/lures - Can select bags to put caught fish in (as with Foraging).   BALANCE - Increased sneak bonus when behind certain fences   FIXES - Fixed lua error pressing the Craft All button when items are in bags. - Fixed a rounding error that prevented items with 0.1 weight being moved in multiples. - fixed RuntimeException when having Campfire going inside of a building - fixed RuntimeException when picking up TV - fixed InvocationTargetException when picking up a Barbeque that is burning (bbq can now no longer be picked when burning, too hot) - fixed NullPointerException + Game crash after driving from WestPoint to Muldraugh (RVSContructionSite) - fixed Fastforward through Helicopter event causes to go on for a couple of days - Fixed being stuck when the fishing rod break while fishing. - fixed night color not being applied - fixed open doors cutting weather mask when not visible - Fixed inconsistency with where items are dropped depending on whether the item was dragged from the inventory window, dropped via the context menu or Drop button, or automatically dropped (for equipped corpses). - Fixed the loot window not updating when corpses are dropped sometimes. - Fixed the inventory and loot windows placed at the bottom of the screen being in a different location after reloading, if they were resized to less than the default height. - Fixed being able to rip clothing that requires scissors if other clothing is selected that doesn't require scissors. - Fixed roofs not keeping the player dry if there aren't enough walls to make a room. - Fixed garbage creation related to clothing item lookup. - Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes. - Fixed scavenge and fishing layout with different-sized fonts.
  18. Spiffo
    geronimo553 reacted to sprkng in MacGyver on TV   
    Since Project Zomboid is set in the '90s I think it would suitable if there was a MacGyver-like TV show. The dialogue could include him rescuing his side-kick who constantly gets into trouble and building ridiculous contraptions out of household items. Watching the show could give xp in random skills and occasionally teach you an engineering recipe (smoke bombs etc.)
     
    This would give you a reason to watch something other than Life and Living channel all day, and I think there's some potential for funny dialogues that would be in line for what they've written for the other shows.
  19. Spiffo
    geronimo553 reacted to Auklin in [41.27] New movement feels clunky to new and old players, I think I know why   
    When walking (sneak mode or normal mode), the character should move immediately instead of waiting for the 'turn around' animations to complete. Make it similar to 'attack' mode.

    EDIT: The video below displays the problem, players should move instantly in any direction if their movement speed is less than walking speed

    The movement outside feels good for the most part once you get the controls. It's indoors where it get's difficult.

    The reason is that the default 'state' most players (new and old) use for clearing a house is in sneak/walk mode (not attack mode like you intend). and sneak mode doesn't allow you to move 'backwards' like 'attack' mode does.

    I think it would be worthwhile considering that sneaking and walking should not prevent movement until the 'turning around' animation completes, save that for jogging and sprinting.

    Here is a popular youtuber that died due to this problem. Clearly they panicked and stopped attacking because you want to starting running and moving quickly, but the movement is clunky now

    Video is timestamped for 5:48
     
     
  20. Spiffo
    geronimo553 reacted to Caturday in Flashlighs   
    Pleae for the love of the god make flashlighs weight less and have longer battery duration.
    ATM most people chose cats eyes because night is not playable literally - players do not have proper light source due to crazy flashlight/battery weight and low duration.
    Would be nice to play in deep night with some reliable source of light you can always carry with you.
  21. Like
    geronimo553 reacted to Geras in Flashlighs   
    And while you guys are at it, please make the cone of light wider!
  22. Like
    geronimo553 reacted to Hidra in Pillows not being almost useless   
    My idea is that when you have a pillow in your inventory, the character sleeps better, for example, when sleeping in a car with a pillow, you don't get neck pain.  Something like that. and rest faster as well(but not too fast), would be cool.
  23. Pie
    geronimo553 reacted to NormalMan in How to make a normal thing out of firearms   
    I think many already about the need to fix the weapon, but I still did not see the answer of the developer about whether they know about this problem and whether they will fix it. There is no word about this in the news posts, and it seems to me that this does not go beyond the discussion of the players themselves. If you combine all the requirements, you get something like this :
     
    1) accuracy. It doesn’t even immediately hit (With a police officer perk).
    2) Ammunition weight. Huge, 100 grams in a game versus 4 in reality.
    3) Speed recharge. With the same policeman perk, he barely reloads his weapon, as if he lacks the strength to insert ammo.
     
    I just want the developers to highlight either :
    -"yes, we know about this problem" or
    -"no, we did not know about this problem" or
    -"no, we will not fix it"
    (This is overloading my old post because I created it in the wrong category.)
  24. Like
    geronimo553 reacted to Mezanor in Axe/Hammer   
    A small idea . wouldn't it make sense that we could use small axes as hammers? so you wouldn't always have to look for a hammer to barricade.
    Greetings Meza 😁
  25. Spiffo
    geronimo553 reacted to MECR in Vehicle accessibility   
    In tight situations, I don't use "E" but instead "V" and then the radial menu. That's also not perfectly safe, but saved me many times.
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