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moriak

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  1. Like
    moriak reacted to KaneGreylock in Option to dismantle non-wrecked vehicles   
    I know that the standard (burned-out) cars can be dismantled, however I'd like to be able to completely dismantle a non-wrecked car too. Sometimes I tow in cars for parts, strip them clean, leaving a few parts here and there I don't need, but end up having to tow it away to somewhere else as not to cause clutter. I'd be nice if I could completely dismantle (producing the same/more resources as a wreck, maybe even usable parts) a non-wrecked car. If there was some trigger (like removing engine parts) as a gateway to this option, that would be even better, so you can't accidentally dismantle a good vehicle. My vehicle graveyard is growing quickly and I'd like to be able to clean it out.
  2. Pie
    moriak reacted to lemmy101 in IWBUMS 41.21 RELEASED   
    NEW

    Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel.
    Added visible bandage models on character
    Changed the animation when building log walls, and hide hand models since no tools are required.
    Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example.
    Added "Aim outline" display option.
    Player now unequips current item before equipping another when both items are in the hotbar.
    Fixed some bugs with the Inspect Clothing UI & added a condition bar.
    Finished bandages models (added dirty!)
    Removed "New Roof Hiding" option.
    Catch and log all Throwable errors when saving the game.
    Added randomised vehicle spawn events - car crashes etc.
    Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options.
    Improved transition to action animation to remove anim snaps
     
    INSULATION SYSTEM CHANGES
     
    - fixed bug that resulted in no catch a cold chance when conditions did apply
    - slowed down body heat generation increase/decrease rates
    - added advanced view and applied text changes on thermal tab
    - fixed temperature offsets of limbs to be more pronounced
    - changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold
    - increased energy/fluid consumption rates a little bit when overheating/undercooling
    - added small increase in energy consumption when generating lots of heat.
    - changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again.
    - fixed bug that during heat made skin too hot too fast based on insulation
    - fixed a few clothing pieces insulation
    - changed hypothermia stage 2 kicking in at core 35, instead of 33
    - added a lower body heat generation value when sneaking.
    - added small incremental insulation bonus affecting high insulating clothing mostly
    - added extra lower perspiration rate modifier for clothing in colder temperatures
    - added water resistance to various jackets,pants,hats and footwear
     
    BALANCE
     
    Increased a tad weapon spawning attached to zombies.
    Increased gardenning spray, scissors, gloves & butter knife spawn rate.
    Removed Belt being able to be cut.
    Increased thread spawn rate in kitchen.
    Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires.
    Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack.
    Added slow shamblers zombies speed.
     
    FIXES

    - Possibly fixed walking-in-place zombies.
    - Fixed hotbar not updating when replacing a holster with a double holster or vice-versa.
    - Fixed custom weights for food and crafted radios not being saved.
    - Fixed "Clear Ashes" not being available.
    - Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes.
    - Fixed lua error in DebugChunkState displaying tables in modData.
    - Fixed the bug "vehicles sometimes disappear until you reload the game".
    - Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down.
    - Fixed overlapping garage door and wall in cell 37,22.
    - Fixed Tailoring skill books disappearing after being read.
    - Fixed grime/overlays/etc from burned tiles.
    - Fixed the bug: the -Dnosave option throw a bunch of error
    - Fixed car batteries starting with greater than 100% charge sometimes.
    - Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu.
    - Fixed red garage doors not being openable.
    - Fixed Transfer All not working when one of the items is a Moveable (furniture) item.
    - Fixed cold water being used sometimes when disinfecting bandages or making hot drinks.
    - Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added).
    - Fixed wrong climb-over-fence animation playing when holding a handgun.
    - Fixed MEGA THUNDER bug after fast-forward
    - Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on.
    - Fixed lua error when attempting to reload a magazine when there are no bullets in inventory.
    - Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes).
    - Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls.
    - Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door.
    - Fixed hitting trees through walls.
    - Fixed zombies runners not running toward a sound (breaking windows, TV..)
    - Fixed zombies runners running in circle around you.
  3. Like
    moriak reacted to lemmy101 in IWBUMS 41.16 released!   
    Should fix a lot of 'crash on loading into game' issues!
     
    - Increased memory allocation for 64bit zomboid that could potentially avoid crashes on some systems loading into game.
    - Fixed shader issues with clothing overlays and holes which affect some GPUs (big source of hangs/crashes on game load / leaving spawn house and probably the same cause of some mac issues reported)
    - Added options for transparency / visibility of iso cursor for combat.
    - Render thread will now throw out better error messages for diagnosing future problems.
    - Fixed zombies playing their death sound sometimes when stabbed (but not jaw-stabbed).
     This happened when bCloseKill=true but CriticalHit=false.
    - A zombie dies as soon as it is jaw-stabbed, not after falling to the ground.
     The KnifeDeath animation is played in the falldown state, not the hitreaction state.
     The KnifeDeath hitreaction doesn't happen now because the zombie is dead before falling.
    - Fixed zombie number issue on Survival
    - Fixed pathfinding failing when moving on the same square when that square is blocked in all directions.
     This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent().
    https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/

  4. Like
    moriak reacted to lemmy101 in IWBUMS 41.15 RELEASED   
    Lots of fixes in this one. Though big apologies to some of the crash people out there. We're really working at trying to solve your issues, and have tried a few things, but with no errors or crash traces being reported by the build, they are somewhat a mystery and hard to puzzle out. We likely haven't fixed everyone's issues, but we'll get to the bottom of it eventually and you're not being forgotten.
     
    NEW
    Renamed playstyles for clarity and to emphasise dev intent for how they should be played. Brawler becomes Survivor, Survivor becomes Apocalypse.
    - Added anim-less transitions for sneakWalk -> strafe, sneakRun -> strafe, sneakWalkLow -> strafe, and sneakRunLow -> strafe
      - Eliminates the odd turning arc while transitioning to strafe.
    - Removed strafeToWalk animation from strafeSneak -> walk/run/etc.
      - Reduces the amount the character jumps while transitioning from strafeSneak to said states.
    - Implemented SFX for lower impact car collisions
    - Added falling-zombie state.
    - Added context-menu tooltip for opening/closing curtains to display keyboard and mouse shortcuts.
    - Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1.
    - Added state transition from lunge to falling for zombies.
    - Added climb over fence transition to falling (when there's no floor on the other side).
    - Added Height map texture for puddles. This texture should increase performance when drawing puddles.
    - Added Logs/ZombieSpawn.txt to record zombie spawns.  Should record zombies spawning inside of buildings, not so much outside.
    BALANCE
    - Toned down zombies and zombie spawns a little in Survivor (formerly Brawler)
    - Reduced the delay after climbing through a window or over a fence before the player can move.
    - temporarily disabled body temperature change to help people survive winter
    - Made hit detection on body parts on downed zombies a little tad more generous
    - Bare hands in multi hit can now shove up to 3 zombies - on Survivor mode (formerly Brawler)
    ANIM AND MODEL CHANGES
    -tweaked several turn anims
    -reversed mccoy van logo
    FIXES
    - Fixed shoving the first zombie within range, rather than the closest zombie within range.
    - Fixed incorrect path to Ambient Piano
    - Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib
    - Fixed zombification from tree scratches.
    - Fixed RenderThread jobs sometimes being reported as finished before they are invoked.
    - Fixed "Random" button in the Customize Character screen resetting the player's profession.
    - Fixed molotovs and broken weapons not being removed from the player's hands.
    - Fixed item icons on the ground being twice normal size when "Double sized textures" = No.
    - Fixed issues saving the player to the vehicles.db database.
    - Fixed unicode filenames are not supported by animation/model importer.
    - Fixed not being able to open/close windows via the context menu when the player is already standing at the exact
     center of the square.
    - Stopped zombies dragging down a god-mode player to their death.
    - Lowered outside passenger positions of SportsCar (fixes a camera glitch).
    - Rip Clothing and Craft Sheet Rope work on all selected items (if they're valid).
    - Removed PerformanceSettings.modelsEnabled and PerformanceSettings.support3D.
    - Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads.
     i.e dual-core with hyperthreading, or quad-core without hyperthreading.
     - Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc).  Anything with a capital I.
    - Double-clicking tutorial and playstyle labels in the new-game screen proceeds to the next screen.
    - Fixed issues attacking while in a vehicle (infinite ammo, can't shove).
    - Try to fix exceptions in ClimbThroughWindowState.  Don't store IsoWindow or IsoGridSquare in StateMachineParams since 
    they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player)
    - Fixed lua error in DebugChunkStateUI
    - Fixed displaying LMENU as LALT.  Display RMENU as RALT.
    - Fixed clearing a keybind displays it with no name instead of NONE.
    - Fixed some weirdness in the fastforward cancel when near zombies.
    - Fixed items floating off the ground when dropped from inside a vehicle.
    - Fixed multiplying generators after using "Equip in both hands".
    - Set generator ConditionMax=100.
    - Set some vehicle part ConditionMax=100.
    - Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head.
    - Fixed Bare Hands not being counted as a favorite weapon, except when stomping.
    - Fixed "Untie Hair" option being available for already-untied hair after loading a game.
    - Fixed player not dying properly after falling.
  5. Like
    moriak reacted to bobthejob in gog.com version projzom user MODDING DEPRESSION :( Requesting comprehensive direct download link list   
    oh my zombies. I must scream in joy you beautiful heroic genious I enviously dunk myself in mashed potatoes, HOW HOW. THIS GLORIOUS THING YOU FIND!?
     
    THANK
     
    YOU
     
    FRIENDE
     

     
    Maybe this save me and able to get all mods?????????????????????  
     
    p.s. steam never send even in spam folder. steam doesn't like ALL my emails
  6. Like
    moriak got a reaction from Akilax in Unable to open back of Van at certain angles (40.30)   
  7. Like
    moriak got a reaction from Snakeman in 40.31 (Truckbed vehicle repairment)   
    So, I managed to find a McCoy Dash Bulldriver (sidenote: I have experienced the same issue with Valuline and D6) and crashed it a couple of times to get the trunk condition low. Then I started repairing. I used Glue until 96% and then Duct Tape just because I was low on Glue. Mechanics lvl 10, game version 40.31.
     
    Trunk condition - Trunk space
    46% - 59
    63% - 74
    72% - 82
    78% - 88
    83% - 74
    86% - 77
    89% - 80
    91% - 81
     
    After this, it went up by 1 per 1% until 100% - 90.
     
  8. Like
    moriak got a reaction from Geras in 40.31 (Truckbed vehicle repairment)   
    So, I managed to find a McCoy Dash Bulldriver (sidenote: I have experienced the same issue with Valuline and D6) and crashed it a couple of times to get the trunk condition low. Then I started repairing. I used Glue until 96% and then Duct Tape just because I was low on Glue. Mechanics lvl 10, game version 40.31.
     
    Trunk condition - Trunk space
    46% - 59
    63% - 74
    72% - 82
    78% - 88
    83% - 74
    86% - 77
    89% - 80
    91% - 81
     
    After this, it went up by 1 per 1% until 100% - 90.
     
  9. Like
    moriak got a reaction from Geras in [Version 40.9]Problem with trunk   
    This is caused by the new "hitboxes" that they added (invisible walls around vehicles) and usually occurs when approaching the vehicle from the top of screen (W, NW, N) because the invisible wall stretches quite far at that side for some reason. The invisible wall won't allow you to get close enough to see into the trunk even though you are still able to open/close and lock/unlock.
     
    If you park the vehicle so that you access the trunk from the bottom of the screen then you should have no problem getting in. In the case of your screenshot just turn the vehicle around 180 degrees and you should be fine accessing the trunk from East side.
     
  10. Spiffo
    moriak got a reaction from robstacraw in [Version 40.9]Problem with trunk   
    This is caused by the new "hitboxes" that they added (invisible walls around vehicles) and usually occurs when approaching the vehicle from the top of screen (W, NW, N) because the invisible wall stretches quite far at that side for some reason. The invisible wall won't allow you to get close enough to see into the trunk even though you are still able to open/close and lock/unlock.
     
    If you park the vehicle so that you access the trunk from the bottom of the screen then you should have no problem getting in. In the case of your screenshot just turn the vehicle around 180 degrees and you should be fine accessing the trunk from East side.
     
  11. Like
    moriak got a reaction from Geras in The Brave trait   
    The Brave trait seems to be bugged. In v 39 I was able to handle a dozen of zombies and more at once without getting panicked. Now I go all the way to Extreme Panic with just 6 zombies chasing after me. That literally never happened before, not even with much larger groups and I have over 6000 zombie kills on that character.
     
    I have tested the trait in a brand new solo game, no mods. There was a small difference with and without the trait. Without the trait I started getting panicked right away with just 1-2 zombies. With the trait I started panicking with 3 zombies and with 6 zombies I reach Extreme Panic after ~10-20 seconds. Huge difference from v 39. So it's either bugged or it was severely nerfed. However, there is nothing in the patch notes to suggest that the trait was changed in any way.
     
    Edit: OK, looks like there is more to this than just the Brave trait. I have rolled back to v 39 and I am currently doing some testing. Getting very interesting and confusing results. Will update soon.
     
    Update: So, after much testing in both 39 and 40 I have figured out that the panic behavior is significantly affected by the trait Keen Hearing. The game version seems to be irrelevant. A character with only the Brave trait would reach Extreme Panic quite fast when walking circles around a group of 6-8 zombies (very close, almost within arm's reach). On the other hand, a character with both Brave and Keen Hearing would only reach Slight Panic in the same scenario and even that would go away after a couple of seconds. Then I could just keep walking circles around the zombies indefinitely with no panic. Even with larger group.
     
    That being said, I now have no idea whether this is intended or not. Whether Brave is bugged, or Keen Hearing is bugged, or neither, or both. I also don't understand why my character's panic behavior has changed from hardly ever getting Slight Panic to reaching Extreme Panic easily, when it has and always had both Brave and Keen Hearing.
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