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Snuffleupagus

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  1. Like
    Snuffleupagus reacted to RingoD123 in Can't create player in null square....but it's not null..(solved)   
    Building lots and bmps are fine to use again.
  2. Like
    Snuffleupagus got a reaction from TrailerParkThor in North and West facing Garage doors   
    I don't suppose you guys could make the interior sides of the garage doors and add them to the vanilla tilesets, could you? Or even just fix it so the correct side of the garage door gets locked? Right now there are only garage doors that face south and east. If you place them "backwards" (with the exterior facing the interior of the room) it looks a little goofy. But much more importantly the door ends up being locked on BOTH sides. So the only way to open it (from either side) is with a key or to destroy it.
    More control for the developer in general over which doors get locked and where would be nice.
     
    Thanks for listening.
  3. Like
    Snuffleupagus reacted to nasKo in Bohemian Rhapzedy   
    The team working on sounds is a team of sound engineers and designers that was specifically hired to make sounds. 
    People do care about immersion and sound is a big part of that. 
  4. Pie
    Snuffleupagus got a reaction from terig78 in Indefinate errors on Mod Select Screen   
    The fix was removing a space after the "poster=poster.png" line in the mod.info file
  5. Spiffo
    Snuffleupagus got a reaction from EnigmaGrey in Indefinate errors on Mod Select Screen   
    The fix was removing a space after the "poster=poster.png" line in the mod.info file
  6. Like
    Snuffleupagus reacted to EasyPickins in Latest TileZed, WorldEd, and Tilesets (April 7 2021)   
    Tiles
    Tileset images
     
    For Windows
    TileZed + WorldEd 32-bit
    TileZed + WorldEd 64-bit
     
    The 32-bit version of WorldEd seems unable to load all the tilesets due to high memory usage, displaying ??? for some tiles.
     
    Linux
    TileZed + WorldEd 64-bit
    This was built on Ubuntu 20.
     
    TileZed changes:
    BuildingEd: made the rooms combobox wider to avoid eliding text in dropdown menu. Disabled the tileset search filter when there are no tilesets. Fixed crash right-clicking in the tileset view when there is no tileset. BuildingEd: forbid adding more than 8 floors. Fixed graphics corruption in BuildingEd tile view when OpenGL rendering is turned off. Added editor for overlays on non-container tiles.
    This is used for things such as adding random seat cushions and detail textures on brick walls. Added "Show Lot Floors Only" option to the View menu. Tiles in layers named X_AboveLots are drawn above lots (buildings).
    This can be used to place fences or other tiles adjacent to building walls. Added support for loading tilesets from subdirectories of the Tiles/ and Tiles/2x/ directories.
    You can put custom tilesets into one or more subdirectories to keep them separate from the game's tilesets.
    Tilesets can be moved freely in and out of subdirectories without breaking maps or buildings. Container Overlay editor: Dragging-and-dropping 2 tiles onto the base tile creates a new room with those 2 tiles. Added "Floor Grime (Random)" edge tool. Added "Blend Edges Everywhere" setting in the blend-tool options.
    By default, BMP blend edge tiles are added on top of BMP floor tiles only or adjacent to BMP floor tiles.  A new per-map setting changes this behavior to allow edge tiles to be placed onto non-BMP floor tiles. Dragging-and-dropping blank tiles in the overlay editors sets the tile name to "none". Fixed slowness switching between maps due to searching WorldEd projects for the map file.  
    WorldEd changes:
    Display only levels 0-7 instead of 0-10. Added object properties that are used to tell the game which direction water is flowing (or not flowing, such as swimming pools). Added mouse-over highlighting of cells in the world view. The Layers dock displays default layers from TMXConfig.txt so they may be hidden. Generate Lots no longer stops after the first error, reporting errors when finished. Fixed "Show BMP Images" view option not being applied when opening a world. Fixed the long delay before the context menu appears after right-clicking on buildings.
    The delay increased with the number of buildings and rooms. Lots may be reordered by dragging and dropping within the Lots dock.
  7. Like
    Snuffleupagus reacted to Okamikurainya in Custom Tile Templates   
    Floor Tile Template:
     

    The red square tile is the base, brown blending tiles are for dirt/sandy blends while the green ones are for grassy blends. Difference is subtle and probably doesn't matter too much though. Each tile is 128x256, so these would go with the 2x textures.
     
    Example:
     
    Wall Tile Template:

     
    Door Tile Templates:

    First two are for closed doors. second two are for open doors.
     
    Advertisement and Sign Templates (by Хибити\Hibiti [BLR]):
    https://theindiestone.com/forums/index.php?/topic/25449-templates-for-retexture-шаблоны-для-ретекстур/

  8. Like
    Snuffleupagus got a reaction from Faalagorn in North and West facing Garage doors   
    I don't suppose you guys could make the interior sides of the garage doors and add them to the vanilla tilesets, could you? Or even just fix it so the correct side of the garage door gets locked? Right now there are only garage doors that face south and east. If you place them "backwards" (with the exterior facing the interior of the room) it looks a little goofy. But much more importantly the door ends up being locked on BOTH sides. So the only way to open it (from either side) is with a key or to destroy it.
    More control for the developer in general over which doors get locked and where would be nice.
     
    Thanks for listening.
  9. Like
    Snuffleupagus reacted to RingoD123 in How to Create Lootable Maps for Build 41.6+   
    First, create the following file structure (if you are adding the lootable map to your own map mod then create all folders within the media folder below in your map mods media folder instead):
     
     
    Next up create a .txt file in the scripts folder called something like "mylootablemap" (except make it more unique to avoid any possible compatability issues with other mods that might use the same names), it should include this code:
     
     
    The above code is adding a new item with the internal name "MyLootableMap" (so again make sure yours is something unique) into the vanilla pool of items, the above settings work for maps.
     
    The next file you need you will want to create in the "media\lua\server\Items" folder, call it something like MyLootableMapDistribution.lua but again make it's a unique name to avoid any possible mod imcompatability with other mods. It should contain the following code:
     
     
    In the above code you can see that we are adding our new Item "MyLootableMap" into the "MagazineRackMaps"  loot table inside of ProceduralDistributions.lua, this will affect any roomDef of any building that pulls from the MagazineRackMaps loot table. We are doing it this way as the definition we want to add to has the "procedural" tag in Distributions.lua and is therefore using the procedural loot tables. The number 50 is the "weight" of the item you are adding, higher number = more chance. To find the current room and container definitions, navigate to your "steamapps\common\ProjectZomboid\media\lua\server\Items" folder and open the Distributions.lua file.
     
    If the definition you want to add your item to is not procedural (does not have the "procedural = true" line) then you want to add this code instead of the above code:
     
    This would add your map to the existing "all>shelves" definitions, which would be every shelves container in the game world not inside a roomdef defined inside Distributions.lua, so for example your map would not spawn on shelves that are placed inside a "bookstore" room def as that room def already exists in Distributions.lua with a rule for shelves.
    You can also check this thread:
    for a more in-depth guide to working with the loot tables.
     
    Lastly, inside of your "media\lua\client\ISUI\Maps" folder create a new file called something like MyLootableMapDefinition.lua (make it unique to your mod instead of a generic name) and include the following code:
     
     
    Now, after the last set of dashed lines you can add your lootable map definitions with the following code:
     
    Make sure that your "LootMaps.Init.MyLootableMap" on line 1 matches the name you specified on the "Maps = " line in your map item script you made earlier in this tutorial. The rest of the code is commented to describe what they do.
    The "textures\worldMap" folder that you created at the start should be used to store your maps name banner png if you have one and is referenced in the above code to make your lootable map look more official.
    As you can see, no external PNG's need to be created as the map is drawn from the data stored in the maps worldmap.xml file, which is what the "mapAPI:setBoundsInSquares" is using to draw a certain section of the overall world map.
     
    And that's it, copy your entire folder structure into your "C:\Users\YourUserNameHere\Zomboid\Mods" folder, load up the game, enable the mod (Your map mod if you made your lootable maps as part of a map mod) and start a new game, you now have your lootable map in game and waiting for you to find, and when you do it will uncover that area automatically on the main in game map.
     
    If you need a working example you can always subscribe to Bedford Falls on Steam and check it's workshop folder "steamapps\workshop\content\108600\522891356" . It's handy to verify your folder/file structure etc if you're having problems.
  10. Pie
    Snuffleupagus got a reaction from Pandorea in Indefinate errors on Mod Select Screen   
    When I first uploaded my map mod, these errors didn't occur. But now in the mod selection screen from the main menu, selecting (just clicking it, not necessarily enabling/disabling) now gives me a string of Red errors (exceptions?) that seem to pile up indefinitely. 
     
    In addition,  the preview thumbnail stopped showing on this screen as well, which leads me to believe they're related (also, other than on THIS menu screen the map works fine). I've tried re-saving out all my poster/preview/thumb.png's, and checked my .info files for any inconsistencies but haven't found anything. I wouldn't know what else to try. I can't read the console errors (and it's too big to attach).
     
    It's odd that when initially uploaded to the workshop this didn't occur (and the thumbnail worked), but popped up without being modified.
     
    Has anybody ever had this or a similar issue?
     

  11. Like
    Snuffleupagus reacted to Pandorea in Indefinate errors on Mod Select Screen   
    Did the mod work before the latest update (41.50)? Are those other mods enabled (could be a conflict there)? If you unsubscribe and delete all these other mods but only leave the one you're talking about, do the errors still popup? 
     
    Regarding console, if it is the same error over and over again (likely), then you could copy/paste just one segment and we can have a look.
  12. Like
    Snuffleupagus reacted to Badgzerz in IWBUMS 41.48 released   
    Spear nerf seems extraordinarily harsh as its around about an 80% nerf. 
  13. Like
    Snuffleupagus reacted to Toshis in Terrible SFX   
    Personally, not a fan of car engine sounds, they sound unpleasant for me, lowered their loudness by a lot in the options. Not trying to insult, thats just honest opinion.
  14. Like
    Snuffleupagus got a reaction from ZombiesLoveBrainiacs in Terrible SFX   
    Since I started playing this game a few years ago, there are certain sound FX that are absolutely terrible. The two that come to mind the most are vehicle horns, and firearm sounds (shooting, racking etc.) When I say they're terrible, for me they sound a lot like a sound played through a PC speaker (remember those?). They don't sound like a recording. They sound like a crackly, abrasive artificial noise. I always figured they were "placeholders" for better sounds coming. But after all this time I'm wondering if maybe this is a bug or a glitch that doesn't happen for everybody. 
    It's not ALL sound effects, not even the majority of them.  For me personally the horn is the worst, as I use it a lot to clear streets.
     
    Bug or feature?
  15. Like
    Snuffleupagus got a reaction from Caturday in Terrible SFX   
    Since I started playing this game a few years ago, there are certain sound FX that are absolutely terrible. The two that come to mind the most are vehicle horns, and firearm sounds (shooting, racking etc.) When I say they're terrible, for me they sound a lot like a sound played through a PC speaker (remember those?). They don't sound like a recording. They sound like a crackly, abrasive artificial noise. I always figured they were "placeholders" for better sounds coming. But after all this time I'm wondering if maybe this is a bug or a glitch that doesn't happen for everybody. 
    It's not ALL sound effects, not even the majority of them.  For me personally the horn is the worst, as I use it a lot to clear streets.
     
    Bug or feature?
  16. Like
    Snuffleupagus reacted to TheCommander in What are the other Zone Types for?   
    Based on my own mapping experiences, here's what I have observed...
     
    NAV = Used on road system of map. Dictates where the random 'scenes' can spawn such as broken down cars, police roadblocks
    Farm = Not 100% certain but may have something to do with foraging. Possible that this may be a future update use
    FarmLand = Like 'farm' not 100%
    Townzone = Opposite to forage zones, dictates where urban areas are on the map. This likely influences horde migration when set between urban focus
    Trailerpark = Used to define poor areas of town. When certain loot tables generate things, there are conditions that check if its a poor part of town (via this I think) and thus spawn 'poor people' clothing versus more luxury type clothing.
  17. Like
    Snuffleupagus reacted to -MaVerick- in Need advise with roof slopes   
    I noticed this too when I gained access to a carport roof. The sloped roofs don't have any collision detection, but there is a flat floor underneat as some sort of workaround so you don't just fall through it. Looks a bit silly since you are kinda clipping through the roof, but it's something I can live with. 
    Maybe that would be a way to counter your problem.
  18. Like
    Snuffleupagus got a reaction from hunger john in IWBUMS 41.40 RELEASED   
    Were there any plans to give the map tools an update in the near or distant future?
  19. Spiffo
    Snuffleupagus got a reaction from AlexRus123 in IWBUMS 41.40 RELEASED   
    Were there any plans to give the map tools an update in the near or distant future?
  20. Like
    Snuffleupagus 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.
     
     
  21. Spiffo
    Snuffleupagus got a reaction from Pandorea in Adding levels in tiled   
    I guess I figured it out.  If anybody is wondering:
    I noticed the "0_" prefix on all the layers (on the layers tab). If you make new tile layer, and rename the prefix to "1_" it gets added to level 1.
     

  22. Like
    Snuffleupagus reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    The fix is to have:
    fixed2x=true
    as the last line in your map.info file.
  23. Like
    Snuffleupagus got a reaction from Pandorea in Vegetation Growth   
    It would be cool if the vegetation growth cycle for any particular tile could get postponed for a period after said tile has been occupied by the player or a vehicle. You could kick it up a notch by actually removing existing vegetation on tiles the player/vehicles frequently occupied.
    The idea being vegetation wouldn't grow on paths you frequently travel. Not only would this be more on the side of realism, but it would be a nice way to maintain your "driveway" and paths through the woods simply by traveling them. Instead of coming back from a road trip to have to get out and chop down a bunch of fresh saplings and bushes or tear up your vehicle.
  24. Like
    Snuffleupagus reacted to EnvyDemon in Zombie Spawning and Buildings   
    Hello.
     
    I'm currently working in a map with a blank zombie spawn map and I've noticed that there is this one somewhat large building, that seems to produce at least 20-25 zombies within it consistently, except in situations where it is spawned as a survivor house, in which it only spawns 5-6, when, the reverse should be true. 
     
    So... I'm not understanding the algorithm correctly, since I can't find a concrete answer, but what exactly determines the amount of zombies to spawn in a building?
  25. Like
    Snuffleupagus reacted to Planet Algol in Vegetation Growth   
    This would be absolutely superb for tracking down where other players have hidden in bases for PVP/raiding.
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