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Enoahe

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  1. Like
    Enoahe got a reaction from Greybear in Walls, windows and doors blocking screen space   
    Also there'll be a new wall hiding algorithm in the upcoming release. Maybe it'll help.
  2. Like
    Enoahe reacted to nasKo in More Math(s)   
    A very happy 4th of July to our survivors in the US!
    The grand plan was to have a slick new vid for you today showing, amongst other things, the fixed-up anim-masking issue with the hovering props that we discussed last week.
    Good news: it’s been fixed up as Zac has been back at the math(s)…
    Bad news: it sadly came in too late for us to have time to do a bells/whistles video of all latest progress for today’s blog and a new Spiffo’s Round Up over on Steam.
    (BUT OH WAIT – TURNS OUT A LAST MINUTE SURPRISE VIDEO WAS POSSIBLE! ENJOY! -ed)
     
    So, here’s a still image to show it’s working at least! And sorry it’s going to be a boring blog today!
    Elsewhere it’s been a really productive week on the internal Build 41 anims beta, but almost all of it in the form of fixes, balance and general improvement. The changelist is lengthy, but the content of it rather dull for anyone outside the coding team.
    Something cool that’s been added is craftable spears and spear attacks, but elsewhere it’s been loads of more minor tasks covering the new cutaway system, pathfinding, footstep sounds, noisy dead zeds, indoor puddles, fixing the issues with radios that are currently in the public build, clipping, tree-chopping, bread knives, strafing, sprinting, turning circles, bite react anims, colour adjustments etc etc.
    This is the way it’ll be for a few weeks now while we wait for Zac to drop in the rotational blends and MP work that we need before we IWBUMS – and (aside from the next one) you’ll see less and less ‘new stuff’ being shown in vids, and more and more general internal tester gameplay.
    So apologies for the dulldoid – but there should be a tasty new vid fairly imminently to make up for it, now that Zac’s math(s) have come in once more to save the day.
    Our thanks to everyone who left a review for us this past week, but most especially this survivor who goes into painstaking detail over how he very nearly shit himself (actually physically shit himself) while playing. Cheers all!
    This week’s foggy meeting from [PAX]McMiller. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  3. Like
    Enoahe got a reaction from ZonaryQuasar in Car floating in the air upside down (Multiplayer)   
    Known bug, no solution at this point. You can nudge the floating car back on wheels with another car, though. Also, if server admin accessible - he can delete this floating car and create a new one.
  4. Like
    Enoahe reacted to Burger_Time in Chance of breaking legs is very low.   
    Even if you jump from the third floor, you less likely to get fracture. 
     
    I really want to break my legs! Please!
  5. Like
    Enoahe reacted to EnigmaGrey in Unreachable items and Corpses within transparencies PZ 40.43 GOG   
    Pretty sure that you can just drag and drop the corpse in your inventory. It'll then be toted up on your shoulder.
     
    Though that is inconsistent with the other mechanics, so either I'm wrong or it's not very intuitive. 
  6. Like
    Enoahe got a reaction from pzfreak in Bug,maybe   
    Read this
     
  7. Like
    Enoahe reacted to Berries in Small map bugs   
    Location: https://map.projectzomboid.com/#0.5625555911685057,0.10464194913101307,1224.7512355848437
     
    Description: 
    The inner living room wall(s) use a facade that's usually used for the outer walls. It looks very strange.
     
    Location: https://map.projectzomboid.com/#0.5562604698931896,0.10170001943236911,1224.7512355848437
     
    Description: 
    The level 0 wall tile uses a grey stone facade, while the level 1 tile above uses a yellow brick facade. It looks very weird, and it's not even seen on the online map. (Likely a bug introduced with build 40)
     
    Location: https://map.projectzomboid.com/#0.9172242816206371,0.2717156391739158,612.3756177924218
     
    Location 2: https://map.projectzomboid.com/#0.66426326311681,0.212467790198147,231.13869259618653
     
    Location 3: https://map.projectzomboid.com/#0.5502823029086823,0.10274567350794927,462.27738519237306
     
    Description:
    On the online map, this house seems to have missing walls. I've gone there in-game to investigate this, and haven't found any. What I found instead though, was a very strange looking row of walls. They were on level 1 height, above the porch.
     
     
    Evidence: https://imgur.com/a/PQrHD5I
     
    sorry for nitpicking
  8. Like
    Enoahe reacted to Dethesius in Picking Up Shelves   
    I find that if I try to pick up a specific type of shelf and I fair where only one of the 2 pieces drop, I will from then on never be able to pick up that same type of shelf (Book case - magazine rack etc), ever.  I've had this happen with 2 different book cases that were two tiles wide.   I was able to fix one because I had an extra set that I had to place before it let me pick up any more.  If it breaks where only one piece survives, once again, I will no longer be able to pick up that same type of object.  When attempting to pick it up, it highlights the object red as though I'm missing a tool, which I am not.  It will also, while red, allow me to pick up the floor tile below it.   Very weird bug.
  9. Like
    Enoahe reacted to Snakeman in [40.43]Rotating moveables spawn unlimited amount of items.   
    Conditions:
    Moveable sprite needs to have canbreak property. (You can check that if you select pick up that object)
    Moveable sprite needs at less two tiles long. (SpriteGridPos properties)
    Player needs to have a less level skill to pick up that moveable (Can break if you try to pick up)

    If all conditions are checked you can rotate the moveable and the system sometimes thinks moveable breaks spawning materials from scraps properties. But moveable not breaking when rotate... so, you can spawn a unlimited amount of materials only rotating a object.

    Video showing the bug:
    https://youtu.be/_JbfeN74RgE
  10. Pie
    Enoahe got a reaction from Zombie#24 in Redboid [24/7] [Hydrocraft] [ORGM]   
    More casual than ever 
  11. Like
    Enoahe reacted to Shamanu in 40.43 (Steam) Strange chance of something count.   
    Yeah. I know how randomizer works. And I know math.
    Actually I'm a graduated engineer-programmer.
     
    So, that's why I've checked it continuously before starting this case.
    I've took a car and started to dismantle and put back parts. With 0 level on mechanics all I can do is to take off the wheels and door windows (50% and 35% chances accordingly).
    Count on tries to take off wheels: 5,6,4,1
    Count on tries to put wheels back: 4,3,5,5
    Count on tries to take off windows: 10,8,2,7
    Count on tries to put windows back: 7,3,11,14
     
    Out of what I can see - chances are NOT like the game shows me.
    And I doubt the randomizer can work like this. I mean give a lower values THIS many times in a row.
    IDK how to investigate it further. Can try to check up the code myself, tho...
  12. Pie
    Enoahe got a reaction from Pandorea in [MP] [40.43] Stationary radio units do not trasmit   
    Howdy,
     
    Stationary radio units (all of them) do not transmit. You can still listen someone's broadcast but can't answer. Handheld walkie in your hand is the only way you can broadcast something now.
    If you place walkie on the ground you still can recieve, but can't transmit (even on the same tile, so this is not a proximity issue).
     
    I've noticed it earlier (couple updates ago) but postponed the reporting assuming that it's been a known bug for some reason. But apparently it's not, at least I can't find any reports here.
     
    Thanks.
  13. Like
    Enoahe got a reaction from Viperel in A way to destroy items for an admin account   
    It will be nicer if there'll be a way to do this without mods :/
  14. Like
    Enoahe got a reaction from Spikelord in March Ridge House Glitch   
    Yup. There are no floor, just grass:
     
    9883,12760
    9910,13100
    9957,12994
    10035,12041
    10004,13072
  15. Like
    Enoahe reacted to thirteenth in [RU/EN] [PvP] [PvE] Last Day   
    https://map.projectzomboid.com/#5348x6037
     
  16. Like
    Enoahe reacted to turbotutone in ItemZed (updated 1.1b)   
    ItemZed
    Scripts & Distribution editor.
     
     
     
    Welcome to ItemZed!
    ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on the map. Additionally, it loads texturepacks containing icons so you can change how things appear in-game.
    On top of the manual editing of data, there are options for the batch refactoring of large numbers of items and in-game objects.
    We have also added lua integration that allows the entire data set to be programmatically modified, and output to any sort of format – meaning that changes and new items can quickly and easily become part of user mods, and a part of the main game. They can also be used to created handy tables in html and wiki format.
     
    Videos
    Video I
    Video II
     
    Downloads
    Most recent version:
    ItemZed 1.3 (FULL) | ItemZed 1.3 (UPDATE)
     
    Old versions:
    ItemZed 1.2 (FULL) | ItemZed 1.2 (UPDATE)
    ItemZed Version 1.1b download.
    (if you have 1.0 installed, put this one in a seperate directory, dont update the 1.0 version)
    ItemZed Version 1.0 download.
     
    Changelog
     
    ItemZed instructions
     
     
  17. Like
    Enoahe reacted to EnigmaGrey in Car Parts Breaking Incorrectly   
    There's no "QA team." There's Sasha, myself, and a few volunteer testers from the community.
     
    And no, neither of us have time to go through every single post on each community then reply. Even if we did, we'd just increase the likelihood of someone throwing a little tantrum when we tell them their special, long-running issue might not be our focus for the moment - maybe weeks, months, even years. 
     
    Don't think I'm not thankful for you reporting it or bringing it to our attention again (things do slip through the cracks from time to time). I do get it.  After all, I've got a laundry list of my own bugs and issues with the game, many of which have lingered for a very long time, that no one has time to address or can't be released. It's like this for everyone.
  18. Like
    Enoahe got a reaction from grammarsalad in Save corruption   
    Hi,
     
    It's pretty common situation now, when if your game hangs (due to OOM, for example) and you kill it preemptively, that your savefile will be corrupted (either 0 bytes map_p.bin, or correct size, but filled with only zeroes).
    It would be nice if the game will make a backup of character savefile by itself (every time it writes into a character's savefile, maybe?).
     
    Thanks.
  19. Like
    Enoahe got a reaction from PapayaKing in Greyed Out Borders in Multiplayer (IWBUMS) While Driving   
    Try this:
     
  20. Like
    Enoahe got a reaction from grammarsalad in Game hours vs IRL hours in config files   
    Hi,
     
    There are a couple options that allows you to set up time: various timeouts, lengths and so on.
    Some of them are in 'game hours', some of them are in 'IRL hours'. Sometimes it's not that easy to understand which one is which.
     
    It would be awfully nice if there will be an option to specify 'game hours' or 'IRL hours' with a suffix (e.g., 24irl or 24game).
     
    Thanks.
  21. Like
    Enoahe got a reaction from Crashdummy11880 in Game hours vs IRL hours in config files   
    Hi,
     
    There are a couple options that allows you to set up time: various timeouts, lengths and so on.
    Some of them are in 'game hours', some of them are in 'IRL hours'. Sometimes it's not that easy to understand which one is which.
     
    It would be awfully nice if there will be an option to specify 'game hours' or 'IRL hours' with a suffix (e.g., 24irl or 24game).
     
    Thanks.
  22. Like
    Enoahe reacted to arkonten in Replace static recipes with capability based recipes   
    I recently looked into PZ modding, particularly crafting recipes. Being familiar with how this works in Cataclysm: Dark Days Ahead, I realize that the current design in PZ makes the life of modders pretty awkward, and I imagine it's even worse for whoever at Indie Stone that is working on items/recipes. I think it is best explained with an example:

    The recipe for "Slice Watermelon" is:
    Watermelon keep HuntingKnife/KitchenKnife/Saw/Axe So whenever another tool that should be able to slice watermelons is added, it has to be added to this recipe (and all other relevant recipes), which is very prone to error and causes a maintenance nightmare.

    For instance, the Stone axe was recently added to vanilla; perhaps it was intentional to not add it to the "Slice Watermelon" recipe (the stone edge is considered to dull compared to a metal axe edge?) but I still think it demonstrates my point (a decision had to be made for this specific recipe). And as for modding, none of the knives added by Hydrocraft (e.g. the copper knife you can forge yourself) can slice a melon; to make that happen Hydrocraft would have to override the vanilla "Slice watermelon" recipe, and then start tracking when the vanilla game updates that recipe to not lose out on the changes next time something sharp is added in vanilla (e.g. swords). These collisions also occur between mods, often requiring mod compatibility patches between every pair of mods messing with the same recipes.

    I think a system where tools have capabilities would be much more practical (and intuitive!). For instance we could have the following capabilities for various tools (some new):
    Kitchen knife: Cutting, Fine cutting, Drilling Hunting knife: Cutting, Fine cutting, Drilling Pocket knife: Cutting, Fine cutting, Drilling Butter knife: Cutting, Drilling Sharp stone: Cutting, Drilling Hand drill: Drilling, Fine drilling, Metal drilling Axe: Cutting, Chopping Stone axe: Cutting, Chopping And then "Slice watermelon" simply requires a tool with "Cutting" and that's it. Next time a tool with Cutting is added, it that tool can slice watermelons. Next time a recipe that requires Cutting is added, the tool is automatically usable in it. Modders and Indie Stone devs, rejoice!

    To make tools more interesting we could expand this system with modifiers that allow more differentiation:
    Kitchen knife: Cutting, Fine cutting (Bad), Drilling (Slow) Hunting knife: Cutting, Fine cutting (Slow), Drilling (Slow) Pocket knife: Cutting (Slow), Fine cutting, Drilling (Slow) Butter knife: Cutting (Slow), Drilling (Slow, Bad) Sharp stone: Cutting (Bad), Drilling (Slow, Bad) Hand drill: Drilling, Fine drilling, Metal drilling (Slow) Axe: Cutting (Bad), Chopping trees Stone axe: Cutting (Slow, Bad), Chopping trees (Slow) "Slow" means that if the tool is selected, crafting time is increased (perhaps it should be parameterized, e.g. "(Slow=50)" for "50% slower"), "Bad" means the result is of slightly lower quality (lower starting condition; more waste => less nutrition when preparing food).

    With the above capabilities slicing a watermelon with a butter knife is slower than when using a kitchen knife, and if we use an axe we'll waste a little bit of melon in the process because the axe head is awkward to cut with.
  23. Like
    Enoahe reacted to Blue001 in Crafting UI lacks global recipe search   
    It would be great also to be able to search by material used inside recipes and not just by recipe title. So if I typed in Plank, all recipes that include a plank would come up.
  24. Pie
    Enoahe reacted to rez in CarSpawnRate 6 is greater than max=5   
    Additional info
    I have stepped from 5 to 4 in SandboxVars.lua  for this property, and now it loads without error.
    However the Admin GUI displays this parameter as High (should be Normal).
     
    So, somewhere in code it seems that incrementation of this value is being performed. Possibly as a workaround for some bug in earlier stages of Vehicles branch.
    Currently those who set 4 get 'High', 3 - 'Normal', 2 is 'Low', 1 is 'Very Low' and 0 is 'None'.
    Those who have 5, get default value of 'Low', which is counter-intuitive.
  25. Pie
    Enoahe reacted to Varlonec in Mousetrap and ladder   
    When installing a mousetrap under the stairs, the ascent is blocked. You run into an invisible wall.

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