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crossed

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  1. Like
    crossed got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1104 : Since there was a number of changes recently to encourage the use of flashlights, could candles be more common, too? Like, much more.. Being able to place them on tables would be a bonus.
  2. Like
    crossed got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1104 : Since there was a number of changes recently to encourage the use of flashlights, could candles be more common, too? Like, much more.. Being able to place them on tables would be a bonus.
  3. Like
    crossed reacted to EnigmaGrey in Slaying catch-up   
    You can rebind it (I put it to g myself). The reason for alt is because we’re basically out of reachable keys.
  4. Like
    crossed reacted to nasKo in Slaying catch-up   
    Hey all, let’s start off with the Multiplayer Strike Force first this week – as they beaver on in the background while we continue to update the 41 IWBUMS public beta with fun, games and polish.
    MP STRIKE FORCE
    Those who have followed MP dev will know that the all-new system that allows for characters to move smoothly due to latency and missed packets can sometimes lead to remote characters lagging behind their true position. They might just be caught in never-ending catch-up, or perhaps failed to receive the command to climb in a window, or similar, in a timely fashion.
     
    As such, for when all other catch-up procedures have failed, Yuri has written some code so that characters considered too far behind will now fade out and then fade back into their true new position. This shouldn’t happen very often on decent connections with decent pings, however, but is to be considered as a safety net for unexpected slowdown, lag and high pings.
     
    In the following video, Yuri is simulating a 500 ping connection with high packet loss: a very unstable and long path to the server. As most multiplayer gamers will recognize this is far from an optimal ping for online gaming.
     
    Players should rarely see anything this bad, but it serves to illustrate how the system works in terms of keeping the player in approximately the correct position.
    Andrei in the meantime has been debugging and fixing some zombie behaviour, in particular their problems climbing in and out of windows on MP due to some state issues.
     
    Through this link here you’ll find the longer video that the above has been cut through, also showing other fixes that have gone into the mainframe over the past week. This included a bug in which one hit on a zombie would kill every single zombie on the server – which seemed a little OP to us.
    FORTHCOMING 41.48 IWBUMS PATCH
    41.48 is all about polishing some aspects of Build 41 combat, and beyond, that we know are a bit wonky. Currently they are as follows:
    CROWD CONTROL
    We’ve always had problems with the targeting of zeds in crowded situations when there are simultaneously zombies on the floor that need to be stomped/battered, and also incoming walking zeds.
     
    In recent patches we’ve tightened the window a little on this, so it’s better than it was – but at the cost of forbidding expertly timed stomps and downward swings from our more experienced players.
     
    We’ve always hesitated to grant players a direct ‘downward attack’ key, but in 41.48 (from a moment of inspiration from RJ ‘Romain’ Dron) we will have a new keybind that provides for this in a more ambient fashion.
     
    If you want to keep on playing with targets auto-selected you can, but holding Left Alt while you attack will always force a ground attack.
    This means our more ‘pro’ players will get some more freedom in their zombie battering (they can even turn off all ground attacks unless Left Alt is held in a new option, if they want) without overcomplicating matters for the larger proportion of PZ’s playerbase.
    SPEARS
    Spears have always been the roughest weapons in the game – as they were slightly OP, and also the Spear Charge move was… well it was pretty broken?
     
    41.48 makes a Spear Charge a viable combat move, while also makes spears a little more fragile if you’re overusing them.
     
    OTHER
    Generator connection improvements (fingers crossed) Improved/fixed zombie behaviour when attacking a sequence of externally and internally built barricades on a door or window. The best Zed Story we’ve added yet – it’ll be great fun when you guys find it. More storage trailers found crashed on the roads. Trait cost rebalance New and improved bleach drinking animation! We’re going to try to release 41.48 to the IWBUMS public beta next week, if the bug fix gods continue to smile upon us. Thanks all!
    This week’s bloody patrol from Pasteur Arepo. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  5. Like
    crossed reacted to Batsphinx in IWBUMS 41.46 released   
    41.46

    NEW

    PERSISTENT ZED OUTFITS
    - Zombie appearance is now mostly preserved when reloading.
    - Added Zombie.Outfit.Random debug option to disable persistent outfits and choose random ones when zombies are loaded.
    - Added AttachedWeaponDefinitions class to avoid parsing the Lua table every time a zombie spawns.
    - Rewrote ZombiesZoneDefinition to avoid parsing the Lua table each time a zombie spawns.
    - Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
    - DebugChunkState displays all the zones at a location.
    - Moved client/Definitions to shared/Definitions. server/recipecode.lua uses ClothingRecipesDefinitions.

    ADDED TRAILERS
    1) If in debug use addVehicle("Base.Trailer") to spawn a trailer.
    2) Park a vehicle with it's rear end near the front of the trailer.
    3) Looking at either the vehicle or the trailer, use the vehicle radial menu and choose "Attach Trailer" (the plus-sign icon).
    Vehicles should have an attachment named "trailer" that is aligned with the same attachment on the trailer itself.
    Vehicles without this attachment will connect somewhere on the rear of the vehicle.
    Editing attachments on vehicles is a new thing in the vehicle editor.

    - Added support for multiple collision shapes on vehicles. This is to support the trailer hitch extending forwards of the trailer's body. Shapes must be added in the vehicle's script.  They can be edited in the vehicle editor under the new "Physics" section.
     A maximum of 10 shapes is supported, minus one for physicsChassisShape.
    - Updated the vehicle blood and damage textures. Damage and rust textures are applied to the trailer. The blood texture doesn't currently appear, however.
    - Simulate a rope when towing cars: breaking too much at full speed and your towing car will bump into you.
    - Added uncovered trailer Base.Trailer.  Base.TrailerCover is the covered version.
     The uncovered trailer FBX is missing the second UV channel.
    - Trailer brake lights will come on when the vehicle towing it's brake lights are on.
    - Added 4-wheeled advertisement trailer.
    - Added 'world' attachments to some weapon models so they are positioned better when on the ground.
    - Added new advertising trailers. The "Set Script" vehicle debug-menu command picks a random skin.
    - Added trailer car crash story.

    NEW ZED STORIES
    - Sometimes in forests, at the beach or next to lakes, you'll find people who were zombified doing different activities.
    - Beach party, fisherman trips, forest campement...
    - BBQ party
    - Sexy time (!)
    - Hunter camp
    - Trapper camp
    - More!

    GENERAL
    - Added beer can & beer bottle item.
    - Recipe tooltips now display available items in white text above unavailable items in grey text.
    - Stop emote animations when the "Cancel Action" key or the controller B button is pressed.
    - Added more gun attachments models, fixed missing ones.
    - Added ammo straps as clothing item. Can be worn, exist with shells or bullets, can increase reload speed (shells for shotgun/bullets for the rest).
    - Added possible bullet vest on police outfit.
    - Added several new hair cuts
    - Added new beard styles.
    Added a HairOutfitDefinitions.lua definition file:
    - Allow to spawn some haircut only on specific outfit.
    - Force some haircut on some outfit (ZombiesZoneDefinition.lua take precedence over it)
    - Added some outfits for Zed Stories.
    - Implemented new hats/eye patch (icons, functionality etc).
    - Added the JOIN_IDENTICAL_VERTICES option when loading models.  This can greatly reduce the number of vertices in a model.
    - Updated translations.

    BALANCE

    - Damage to car parts from melee weapons now made more accurate to type of weapon
    - Changed damage from hitting zombies with car: speed exponentially increases damage. Also made attempts to stop sprinters hammering on the rear of car and destroying it too fast.
    - Whiskey bottle with water weight now more in keeping with whiskey bottle weight
    - Decreased the gain in drunkeness from drinking beer bottles/cans vs. spirits
    - Made alcohol->drunkeness slightly more potent when character has an empty stomach
    - Disassembling Lamps now gives a Lightbulb
    - Log Stacks recipes to always use 2 Ropes, instead of 1 Rope per Log
    - Beverage can now be prepared with only sugar
    - Sugar and coffee now drainable items (due to be reverted in next patch due to internal rethink)
    - Hood/bonnet now repairable with metal sheets + screws or torch
    - Uncooked pasta or rice in a pot/pan of water will now eventually rot 
    - Balanced trunk and glove box capacity on vehicles and trailers
    - Increased watch spawn rate on zombies.

    ANIMS

    - Added Zombie_WindowLungeHitReact.X.
    - adjusted bob_sitground anim to finish on correct pose
    - tweaked sitting anims to blend a little better

    MODDING / DEV

    - Added support for custom decals, clothing and outfits in mods.
        Each mod may have it's own copy of these files:
            media/fileGuidTable.xml
            media/clothing/clothing.xml
            media/clothing/clothingDecals.xml
        The above mod files no longer override the game's files with the same name.
        Mod decal groups and outfits with the same name as one the game defines will override the game's.
    - Added support for custom beard styles and hair styles in mods.
    - Added a new script item property named AcceptItemFunction which specifies the name of a Lua function to test whether an item is allowed in a container. 
        This is in addition to the existing OnlyAcceptCategory property which tests InventoryItem:getCategory().
         For example, to allow only medical items in a First Aid Kit, add a line to clothing_bags.txt:
         item FirstAidKit
             {
                ...
                AcceptItemFunction = AcceptItemFunction.FirstAidKit,
             }
         And add this function in a Lua file:
             function AcceptItemFunction.FirstAidKit(container, item)
               return item:getStringItemType() == "Medical"
             end
    - Changed Color.HSBtoRGB() to return a Color instead of Integer[3]. If you want the integer values, use Color.getRedByte(), Color.getGreenByte() and Color.getBlueByte().
    - Challenges may define a function named getSpawnRegion() to allow multiple spawn points and spawn regions. Previously only a single fixed spawn point was supported.
     See the commented-out Kingsmouth.getSpawnRegion() function for an example.
    - A challenge's AddPlayer() function is now called when creating new players in existing games.
        This is used by the CDDA challenge to start new players naked and injured, for example.
    - The "OnEat" item-script Lua function is now called with a third parameter named 'percent' to indicate what percentage of the remaining amount of the item was consumed. Also, the function is called before the food is consumed.
        See OnEat_Cigarettes() for an example of how it is used.
    - Fixed unrecoverable TextureCombiner errors when a texture couldn't be loaded.
        Missing textures are displayed as a red and white checkerboard texture.
    - Display the filename of an asset that fails to load in the exception message.
    - Fixed multithreading issue with OutfitRNG. ImageData constructors throw exceptions instead of catching them now. 
    - Fixed not properly reloading modified textures that previously failed to load.
        This doesn't handle texture files that were previously missing, only ones that failed to load.
    - Added a two-second delay before DebugFileWatcher handles changes to modified files.
        This is to address two things:
            1) The file may still be being written by another application that is saving it.
            2) Sometimes there are multiple events for the same file, such as a "create" event followed by one or more "modified" events.
    - ISSliderPanel now checks for shift-clicking instead of whatever key "Run" is bound to.
    - Changed puddles rendering to use vertex buffer objects, reducing the number of calls needed to render them.

    CUTAWAY FIXES

    - Fixed stretched window cutaways 
    - Fixed vents not cutting away / turning transparent like other objects
    - Fixed Short walls in Prison not cutting away in a nice way
    - Fixed Double door cutaways - were previously offset on a building
    - Fixed stairs not cutting away properly

    FIXES

    - Fixed not being able to choose a texture in the character-creation ui for clothing items that don't have models. For example, Denim Shirt and Leather Gloves.
    - Fixed "Override:true" not working in mod recipes, resulting in duplicate recipes.
    - Fixed the skybox texture not updating after fast-forwarding (F5 or F6 or sleeping).
    - Fixed SkyBox.update() allocating Color and Vector3f each time.
    - Fixed the Skybox.Show debug texture size changing when zooming.
    - Fixed less than one unit of Twine being returned when destroying a Stick Trap.
    - Fixed server-side STrapGlobalObject calling client-side CTrapSystem:sendCommand().
    - Fixed items that weigh less than 0.005 being displayed as 0.0 weight. Now items weighing less than 0.01 are displayed as 0.01. For example, Screws.
    - Fixed double metalwork doors giving planks and nails when destroyed.
    - Fixed loading the SQL library from the user's Temp directory on 64-bit Windows.
    - Fixed missing animation for unloading bullets from rifles without magazines.
    - Fixed being unable to remove the key from the ignition when clicking on the key icon in the dashboard when the "Leave Key In Ignition" option is on.
    - Fixed controller not being able to open Fitness UI (The controller Y button opens it from the health UI)
    - Fixed sunstar motel arch cutaway.
    - Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
    - Fixed closing the health panel closing after opening fitness panel.
    - Fixed a multi-monitor issue on Linux.  Sometimes resolutions for the non-primary monitor were detected.
    - Fixed errors cleaning bandages using a sink/etc.
    - Fixed not walking to the water-containing object when cleaning bandages from a sink/etc.
    - Fixed student zeds could spawn with 2 bags.
    - Fixed muzzle flashes emitting no light during the day, even in dark rooms.
    - Fixed the shovel not appearing in the player's hands when filling a grave, if the shovel wasn't already equipped.
    - Fixed animation when burning a corpse with gas.
    - Fixed exception in InventoryItem.synchWithVisual() when an item's IconsForTexture list is smaller than the number of
     clothing textures for that item.
    - Fixed formatting bug in clothing_pants.txt related to Shorts_ShortDenim.
    - Fixed the "Remove Broken Glass" context-menu option not being shown as disabled when the player is holding an item in the left hand.
    - Fixed the health panel being shown when displaying the fitness ui, when using a controller.
    - Fixed errors pressing keys during the "This is how you died" loading stage.
    - Fixed FileNotFoundException when loading mods without clothing.xml.
    - Fixed an exception turning an equipped radio on or off when a generator is nearby.
    - Fixed surprise zombies in spawn locations, even though this was frequently hilarious. Zombies are now removed from the inside and around the building the player spawns in, when creating a new player in an existing game.
     This does not include reanimated player zombies. Also, house alarms are disabled.
    - Fixed player not spawning in the correct location when creating a new player in an existing challenge
    - Fixed getting max benefit (or harm) from smoking part of a cigarette.
    - Fixed not being able to interrupt closing windows or smashing windows.
    - Fixed the player turning when following a very short path.  Now the player will strafe to the new position without turning. For example, when smashing a vehicle window, the player would turn around, walk to the required position, then turn to
     face the vehicle again before smashing the window.
    - Fixed vehicles dropping to the ground when loading or spawning them.
    - Fixed PhysicsDebugRenderer not being thread-safe.
    - Fixed zeds taking too long to stomp to death in certain conditions
    - Fixed being able to build a floor on farming plots
    - Fixed return items when dismantling of double doors
    - Fixed doorframe going invisible when painted light blue
    - Fixed male tourist outfit spawning wearing dresses/skirts.
    - Fixed extreme length of required stomping on zombies in some situations.
    - Fixed various map bugs
    - Fixed untranslated names of burnt vehicles being displayed in the radial menu.
    - Fixed some bags not playing "zip" sfx when interacted with
    - Fixed painted boxes not showing color correctly
    - Fixed having hood up and equipping hat replacing whole hoodie with hat, instead of removing hood and putting hat on
    - Fixed not being able to "Put Out" BBQ
    - Fixed non-centered multiple lines of text horizontally in the radial menu.
    - Fixed split-screen rendering issue with puddles.
    - Fixed a rendering issue with water that resulted in visible lines along chunk boundaries.(Water flow and speed weren't updated when adjacent chunks were loaded.)
    - Fixed a bug where fixed capacity defined in vehicles wasn't used.
    - Fixed Default Sprint key on MacOS being LMETA instead of LMENU.
    - Fixed hedges not slowing players and zombies. (Players in ghost mode or noclip are not slowed by hedges or trees.)
    - Fixed clothing condition and wetness resetting when switching from hood-up to hood-down, etc.
    - Fixed the controller A button entering vans instead of opening the rear door to access the trunk.
    - Fixed the wrong strafe angle being used when walking short paths.
    - Fixed max capacity for vehicles not being saved.
  6. Like
    crossed reacted to nasKo in New High Score   
    Well, that was quite a week. Due to (what we assume to be) an influx of players from Ambiguous Amphibian’s awesome recent challenge vid and a blessing from the great algorithm gods our ‘concurrent Steam players’ record of around 3500 players (recorded after the public vehicles release) was smashed and hit a wowzers-inducing 5310!
     
    We’re informed that other things are going on in the world currently, but this was really big for us.
     
    So if you’re one of the new players among us, Welcome! This is what we call a ‘Thursdoid’.
    IWBUMS BETA PATCH 41.46
    We’ll probably be releasing the next patch for the Build 41 beta next week. In amongst other things it contains:
    Persistent zed outfits. Now, due to some code magic from EP, if you leave a lady zombie in a spiffo costume locked in a bathroom and go for a long walk – when you return she won’t have morphed into someone else. The same going for all costume zeds.
      Improved modding support for vehicle / physics mods – more on this next week. Also improved support for custom decals, clothing and outfits in mods.
      New outdoor ‘zed stories’ where you come across zeds dressed the way they died. More visible gun attachments. New ‘ammo strap’ clothing item. Can be worn, contain shells or bullets, and increases reload speeds. Moar fixes and such. Bunches of ’em. MP STRIKE FORCE UPDATE
    Yuri and Andrei have been continuing on their player syncing work this week, moving a lot of the work done by the remote player movement to pathfinder systems, to allow them to better deal with walking through doors with the client prediction, stopping them from walking through walls. In addition, adding collisions for remote players to stop characters morphing through each other, and cleaning up how remote characters turn.
     
     
     
    In addition, Andrei and Lemmy are investigating a few remaining memory problems which are resulting in out of memory issues on high population servers, with hope to reducing the memory load per client.
     
    This will likely be an ongoing effort that may mean initial builds of MP build 41 won’t be able to handle our desired 64 players out the box, but we’ll strive to get memory usage to satisfactory levels as soon as possible.
    AND FINALLY
    This cropped up as a bug while Zac was playing around with the anims system. Don’t have nightmares.
     
     
    This week’s featured image from SpecificallyBeep. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. Like
    crossed reacted to Muew in Half Termdoid   
    ya, could have done that on the forum to be honest lol
  8. Like
    crossed got a reaction from DresdenBBQ in Half Termdoid   
    ...petitioned for ideas on twitter... -____-
  9. Like
    crossed got a reaction from Muew in Half Termdoid   
    ...petitioned for ideas on twitter... -____-
  10. Spiffo
    crossed reacted to nasKo in Half Termdoid   
    Hey all! Probably a substandard Thursdoid this week, our usual wordsmith is in the midst of a school holiday childcare in middle of pandemic moment so isn’t around this week. However will go through a few things nontheless!
     
    MULTIPLAYER
    This week, Yuri has been fixing some issues with zombie damage not transmitting properly, leading to zombies never dying in MP (kinda a big deal lol), some issues with animation syncing that would lead remote characters to be visibly stuck in that action forever.
    Here is a vid of some of these fixes this week:
     
     
    As you may be able to tell from the combat around 1 min mark, there is still a little work required getting the zombies not to intersect with the characters with higher pings. Stuff like this will improve in the run up to release and probably after that too. Andrei is on it!
     
    We also discussed the possibility of lowering the streaming range for multiplayer a tad, and see how much we can reduce it without introducing popping in zombies. It may be we will consider removing the furthest zoom on MP as this would afford us the potential ability to massively reduce the memory requirements per player. This is potentially something we could do based upon server load too, to give us way of scaling RAM usage a lot more forgivingly especially on high pop servers. Our quest for affordable 64 player servers continue. Though we’ll of course make sure gameplay isn’t negatively affected too much by this.
     
    ELSEWHERE
    RJ has been working on the outdoor ‘survivor stories’ that are the equivalent of the specific situations you can find within buildings in the current build. We petitioned for ideas on our twitter last week – and there were a lot of great suggestions, and I can see numerous of those suggestions have made it in. Obviously we’re not going to spoil a lot of these as they will be there to discover when playing, but here’s a little taste of what you may find when out and about.
    As you can see he’s still working out a few specifics like making sure the terrain and tall grass is unaffected by the placed stories but these will provide extra immersion in the world while exploring and will be expanded on going forward.
     
    Martin has been working on weapon attachments to use on RJ’s weapon attachment system, its unclear when these will be introduced but will add greatly to the variety of customization of weapons!
     
    Easy has been experimenting with a way of saving all zombie clothes when zombies are streamed out, to fix the issue of zombies changing clothing and appearance whenever you return to an area, as well as to stop themed clothing zombies from losing their clothing when you leave and return to an area.
     
    And that’s it for this week, please tune in next week for Thursdoid normalcy to have returned.
     
    This week’s chilling scene from Asta_rogue on reddit. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  11. Like
    crossed reacted to HestrimChaosbrewer in IWBUMS 41.44   
    Anyone else liking the creepy look of the new fog improvements? Also, thank you to the devs for their continual dedication and work on PZ! I get that there's some of us in the community that want MP and NPCs right now, but I still believe it's worth letting the devs take the time they need for implementation, bug fixes, QoL improvements, etc...

    Don't rush greatness and for goodness sake's anyone reading this: don't rush the devs on finishing everything promised for PZ 1.0.
  12. Like
    crossed reacted to Geras in Solution to end game safety   
    IMO a solution to end game safety would be to turn 'Urban focused' distribution on zombies turn slowly into 'Uniform distribution', let's say within a game year.
     
    This way, eventually, no place on the map would be safe from zombies, as they would naturally move/spawn around to equalize their numbers across the entire map. Or maybe more of them would stay in the cities, but wilderness would also have some population, but not as big as cities.
     
    To my best knowledge zombies currently move naturally from one adjacent cell to another, but their migration gets bottlenecked by cells with very low population limits.
     
    My solution would increase these low population limits as time progresses, removing the bottleneck.
     
     
  13. Like
    crossed reacted to nasKo in ExerciZe   
    How do all. Now, for the past few weeks we’ve been working on general polish and fixes for the Public IWBUMS Build 41 beta while the MP Strike Force get on with their work – so as not to change anything fundamental to get in their way.
     
    To keep the wheel spinning, however, we thought that for the 41.44 patch we could be forgiven for widening the net a little – and add in two side projects that we knew would be features that wouldn’t mess with the game or the foundation code too much.
     
    (Quick note to say that there are more involved and foundational new features also being worked on that will 100% be build 42 features. RJ and Turbo have also solemnly sworn to keep their polish and fix tasks going in simultaneous to these additions)
     
     
    EXERCISE
    The first, of these is exercise and a fitness system – which is a good example of the relative ease in which the anims system allows us (and modders) to slot in new functionalities.
     
    Once upon a time players shoved trees to raise their physical skills – a bug/feature that was removed, but made us aware that an ‘official’ version of this was most likely required.
     
    The new system, then, is a way to boost your fitness and strength stats – taking into account various factors like fatigue, nutrition, exercise regularity etc.
     
    The more you do an exercise, the better you get at it – but the harder you train the more fatigue and pain you’ll feel a few hours later. This will lower combat abilities if your arms are aching, or impact on movement if you’ve been too strenuous with your leg exercises.

     
     
    THE FOG
    The second thing we’ll be allowing in, meanwhile, is a new way of rendering our foggy scenes. Our current fog system does the job fine, but obscures all characters and objects in the same way – all dependent on the opacity at a certain spot. It doesn’t really allow for that classic ‘zombies lurching at you through the mists’ feeling.
     
    Taking inspiration from the excellent Graveyard Keeper, however, in a recent side project Turbo has worked out a way to adapt a more layered and atmospheric fog for our game.
     
    The new system also means we can play with the height of the fog, as well as the opacity. It’s great in motion, and made for a fun addition to the game that wouldn’t mess with the ongoing MP fix-up party. Speaking of which…
     
     
    MP STRIKE FORCE
     
    In the MP Strike Force, we had a productive catch-up meeting on Tuesday with grand overseer TEA/Bitbaboon Mark – while Yuri and Andrei have been continuing to busy themselves in the surrounding times.
     
    Yuri’s work on syncing player characters between clients is progressing nicely – building them up at a point at which he can start mixing in some zombies and start debugging the combat itself.
     
    He’s also been modifying player clients to reduce their frequency (to reduce bandwidth requirements for them) as well as fixing some issues with characters weapons not matching between clients. Here’s the latest vid he’s shared with us this week.
     
    Andrei, in the meantime, has been continuing his investigations into the memory usage of the servers – adding in more and more diagnostic systems and checking in with many and varied graphs and tables that dish the dirt on the various things we need to clamp down on.
     
    Anyway, that’s about it for this week – although perhaps worth adding that other smaller polish and fixes that have gone into the next IWBUMS patch (41.44) include: bloodied and dirtied backpacks now washable, general tidy-up of drinking and water supply functionalities, scrap metal now obtainable from car wrecks, nerfed foraging exploits and quite a few polished/smoothened anims from Martin.
     
    This week’s vision of 2020 from MachuPikcuinta on the reddits. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  14. penisham
    crossed 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.
  15. Like
    crossed reacted to TehaGP in Small Inventory Improval   
    (First, sorry for any mispells or incorrect words)
     
    I was playing PZ today and had some ideias for a better improval, so i will go by topics:
     
     
    1 - Search Bar
    Sometimes when you have a ton of itens you get lost (at least i get) soo a Search by name would be really useful
     
    2 - Create Category
    When your looting or moving something, sometimes the itens can get scrambled through your inventory, and you could like drop your wrong gun by mistake. So a "Create Category" option would be nice, here's an example:
     
    Category: Equipments
    A New inventory section (divided like the Equiped Itens) would be created, and you could drag your items from your principal inventory to there (it wouldn't weight less or anything, it would just be more organized and divided)
  16. Like
    crossed got a reaction from Milove in Separate options for night and day zombies   
    I agree with more weather settings, but if you want to you can make super cold endless winter right now by editing the min and max temperatures in the erosion.ini in your save folder.
  17. Like
    crossed reacted to Milove in Separate options for night and day zombies   
    Yes, I completely agree. I would also like to see more precise weather settings, for example, to make a super-cold winter or even make it endless
    I adore NITW : D
  18. Like
    crossed reacted to malkavian407 in Separate options for night and day zombies   
    "Day / night activity"(zombie) option is very interesting in theory, but it is too casual. I would really like to be able to configure Z: Very dangerous at night (like in the movie " Wyrmwood: Road of the Dead) and more or less safe during the day.
    I think it would be cool to be able to have parallel settings for night zombies.
  19. Like
    crossed reacted to Jangles in Well Rested Moodle   
    A positive moodle that is gained after getting a good nights rest similar in vein to well fed. Positive effects could be a a slightly slower rate of decay to certain stats like depression, boredom, or even exhaustion, perhaps it could increase running speed slightly. I'd see it lasting for about 4 hours. Could only be gained by sleeping in a bed. Not possible to get it if you took the restless sleeper trait.
  20. Pie
    crossed got a reaction from Pandorea in Wrong type of loot in containers   
    Store on the east side of the map:
    https://map.projectzomboid.com/#0.27252584052482814,0.10775657285826071,474.75262759953927
     


  21. Like
    crossed reacted to daw0328 in Suggestion. Shopping carts.   
    What I am talking about, is to add shopping carts as a way to carry items. Now of course, this shopping cart as an item that could be used could be broken. IE: could be missing wheels. Repair would either need a low level, or should not be added at all; since it's a shopping cart. These things should be fairly common in supermarkets; for obvious reasons. Dragging a cart can, and should slow down the player, if the cart gets overweighed, then it should be very hard to carry. The cart would not be a rideable thing, only a thing that would be dragged on forward. 

    Why would you want to add this into the game?
    Well, I personally think that an item like this would be firstly very useful to the game, would as well add some immersion; as some people would rather preffer dragging their items on some form of a sled, rather than a backpack. Not only that, I feel like it's a realistic choice, considering how desperate the times in this game could be.

    And lastly, thanks for reading my suggestion. Whether it will be accepted or not, I am still very thankful for reading it. Have a nice day.
  22. Spiffo
    crossed reacted to Pandorea in Wrong type of loot in containers   
    Another oldie but goldie  thanks for the reminder! 
  23. Like
    crossed reacted to OffitMan in Wrong type of loot in containers   
    I don't see the problem here. Are you saying you DON'T keep your fishing rod in the fridge?
     
    Also, clearly someone with the fast reader trait put the book in the fridge for it cool off after reading so quickly!
  24. Spiffo
    crossed reacted to EnigmaGrey in 'Rest' option on ground   
    This’ll be fixed in the next build.
  25. Like
    crossed got a reaction from Milove in Jangling inventory   
    There was talk about a sound overhaul, but I guess it will probably be one of the last things before release. 
    I cranked up the environment sounds like wind, rain... in the options to make it a bit more atmospheric, but I'd also love to have more sounds like you said. A good sound design can take the immersion to the next level.
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