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elislavkat

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  1. Pie
    elislavkat reacted to Maris in Thanks!   
    I made some playtests.
    Just wanted to say that all is fine so far.
     
    It would be easier for me to find bugs if I knew the formula for calculating heat and other formulas in new mechanics (sewing, sweating etc).
  2. Like
    elislavkat got a reaction from ohgodspidersno in How to change only 1 value, not all item in by mod.   
    Thanks, will try it with something bigger 
  3. Like
    elislavkat reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  4. Like
    elislavkat reacted to cocoayoc in 2 different bugs and then game froze   
    first i saw a zombie banging on a door while being away from the door. a bit later i see a zombie seeming to float in the air. a few minutes after that, the game made my entire computer freeze and i had to force-shut down and restart.


  5. Like
    elislavkat reacted to Caturday in IWBUMS 41.19 released!   
    Guys please add insulation as soon as possible for the love of the god - winter time is barely playable.
     When you jump over the objects while running.
  6. Like
    elislavkat reacted to Keshash in [41.19] Runners have difficulty attacking   
    As title says, runner zombies can't hit you most of the time, especially if they are in groups. In 1v1, they manage to hit you about 50% of the time, if you stand still. In groups, they almost never hit you. Shamblers work for me fine. I turned on debug in the video just to make sure godmode was not turned on. If you enter a car, they dont ever attack it, just follow. All sandbox settings are like Apocalypse, except for runners on and infection off. See video for demonstration:
     
  7. Like
    elislavkat reacted to ShaTiK in [B41] Endurance regeneration and car   
    41.18 version here, while playing around with debug mode and checking some stuff I found out a small, but kinda irritating thing. While you are sitting in the car the endurance regeneration speed is the same as if you are just standing still. Which is kinda inconsistent with the fact that you can sit on the ground and that speeds up endurance regeneration quite a bit.
    Not gamebreaking by any means, but still, sometimes I need to catch my breath in the relative safety of my car but in reality right now it's better to block yourself in the corner with a car and sit on the ground rather then sitting in the car.
  8. Like
    elislavkat got a reaction from axeladalidez78 in IWBUMS 41.19 released!   
    what is "the vault" ? im from russia and know, vault is place where you can hide from bombs..))
  9. Like
    elislavkat got a reaction from Mr_Sunshine in IWBUMS 41.19 released!   
    what is "the vault" ? im from russia and know, vault is place where you can hide from bombs..))
  10. Like
    elislavkat got a reaction from Arsenal26 in How to change only 1 value, not all item in by mod.   
    so, now i'm writing
     
    item Eraser
        {
            Weight    =    0.05,
            Type    =    Normal,
            DisplayName    =    Eraser,
            Icon    =    Eraser,
        }
     
    but wanna
     
    item Eraser
        {
            Weight    =    0.05,
         }
     
    is there syntaxis for change only weight?
     
  11. Like
    elislavkat reacted to Cal1976 in Animations issues when eating and moving   
    If i walk and eat at the same time there are choppy animations if the character changes direction, instead of an instant change of direction that you get when 'not' eating, the characters stops, turns and then starts moving again.
     
     
  12. Like
    elislavkat reacted to Josko in Zombies dropping room specific loot   
    This bug is amazing, I love it! Easily the best bug I have ever found.
     
    But sadly it totally breaks the game so hopefully it gets fixed eventually. 
  13. Like
    elislavkat got a reaction from Mork in Wrong auto-move when interacting with objects   
    Same things with all actions - character always going somethere.  I'm using "take all" btn. As I remember,  with drag and drop items to inv - character stayed on place, maybe it was just a random
  14. Like
    elislavkat got a reaction from Arsenal26 in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    i thinks they must trying to catch me even through transparent fence. but if it grid fence i should be unable to attack them with heavy weapon, maybe only spears and stubs.
  15. Like
    elislavkat got a reaction from Arsenal26 in Wrong auto-move when interacting with objects   
    Same things with all actions - character always going somethere.  I'm using "take all" btn. As I remember,  with drag and drop items to inv - character stayed on place, maybe it was just a random
  16. Like
    elislavkat reacted to B4nny in This area is missing a gate, making it perfectly safe   
    No Devs, dont listen to this guy. xD Car blocking paths = good
  17. Like
    elislavkat got a reaction from ZombiesLoveBrainiacs in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    i thinks they must trying to catch me even through transparent fence. but if it grid fence i should be unable to attack them with heavy weapon, maybe only spears and stubs.
  18. Like
    elislavkat got a reaction from Okamikurainya in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    i thinks they must trying to catch me even through transparent fence. but if it grid fence i should be unable to attack them with heavy weapon, maybe only spears and stubs.
  19. Like
    elislavkat reacted to Axezombie in Instantly Scratched Opening Car Door   
    it's not visible yet but when you leave your car you open the door first but you're still inside and if the door is open then zombies can attack you (same thing with open window).
    That's my explanation, maybe I'm wrong and it's a bug
  20. Like
    elislavkat reacted to Loskene in Cigarettes rarer than guns, or bad luck PRNG   
    I always end up taking it because once you find a pack and a lighter it's basically 4 free points, and it gives you a starting mission right off the bat when you spawn without them. Palpable relief both for the character and the player when you find them first time lol, then you pretty much stop worrying about it, always end up finding more smokes and lighters before running out.
  21. Like
    elislavkat reacted to Shinjitsu noDeshi in IWBUMS 41.18 released!   
    Framerates / performance is really poor.
     
    The micro delay between pressing a key on the keyboard and actually performing the action is horrible. I really dislike the changes to character control - especially walking and doing a 180 to change direction, and trying to push zombies.
     
    Shin
  22. Like
    elislavkat reacted to Rhym in IWBUMS 41.18 released!   
    Why not allow us to sweep the glass away with a broom?
  23. Pie
    elislavkat reacted to lemmy101 in IWBUMS 41.18 released!   
    - Add "Finished" Sound to Washing Machine/Dryer
    - Not being able to add/remove clothes to washer/dryer while cycle is active
    - Change Moodle "Minor injuries, first aid required"
    - Custom Sandbox Settings Don't Save as a Saved Preset if "/" is in Name
    - Fishing SFX not synced
    - Clothing Ensemble Bug
    - Filling Broken Saucepan Bug
    - Fixed uninitialized uniform index with TallFenceShader.
    - Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false.
    - Fixed floor and wall shaders being recreated each time a game is started.
    - Hopefully fixed rain puddle performance issues.
    - Re-enabled the fridehum/window/door/etc ambient sounds.  Changed WaterDrip sound to only play on IsoFlagType.waterPiped
     sprites with water (so they won't drip after the water shuts off, unless connected to a water source).  Yuri found
     that when there are puddles on the ground, there are way too many WaterDrip sounds playing.  That was due to
     IsoObject.hasWater() returning true on squares that have puddles.
    - Save hotbbar position to avoid weirdness at loading game with holster equipped.
    - Adjusted some model position for attached weapons.
    - Added double barrel shotgun. (anim + spawn).
    - Fixed some weirdness with guns.
    - Now reset the loot position when transfering stuff
    - Can now pickup broken glass (warning, if no gloves you might get injured).
    - Increased Soap spawn rate.
    - Decrease soap consumption (*2).
    - Various compatibility changes for future Super Survivors updates.
    - Cleaning liquid can now be used to wash yourself/clothing (NEW cleaning liquid, previous one won't work).
    - Cleaning time now depend on amount of blood/dirt on clothing.
    - Clothing will be soaked after being washed by hands.
    - Fixed exception when washing Socks.
    - Decreased time to wash clothing.
    - Added various recoil anim for guns/firearm, the more aiming level, the faster you'll shoot + less recoil from anim.
    - Added switch Single/Auto for the M16.
    - Fixed hotbar weight taking priority over equipped item weight.
    - Tooltip now show correct weight if weapon is in hotbar.
    - Balanced assault rifle
    - Fixed: Zooming out over water results in black squares instead of water
    - Fixed after-death text being rendered twice for players.
    - Fixed rain-splash rendering bug in splitscreen. 
    - Fixed typo with ISBaseObject.type. Capital-T Type is used in several places.
    - Fixed player model being reset when swapping hotbar items.
    - Fixed character-info avatar not updating when swapping hotbar items.
    - Call ISHotbar:refresh() in update().  My previous commit added a call to triggerEvent("OnClothingUpdate") in
     IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times.
    - Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels.
    - Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached.
    - Delay resetting a character's equipped and attached models until the next frame.
    - Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason.
    - fix text boxes not being destroyed bug
    - Fixed hotbar exception after moving the first of two belts to a container.
    https://theindiestone.com/forums/index.php?/topic/26445-dirty-laundry-washer-bugfest/
     Change to ISHotbar:onMouseUp() is just refactoring.
    - Fixed previous game's zombie population settings being applied to new games.
    - Fixed Survivor.lua sandbox preset never being loaded.
    - Rebuilt Linux libPZPopMan64.so.
    - Lowered burnt house spawn rate.
    - Fixed zombies being considered as on back when falling through window.
    - Can now wash yourself without soap, but takes longer.
    - Capped the time needed to wash clothing.
    - Added holster icons.
     
  24. Like
    elislavkat reacted to Thelonestander in Build 41.18 Bugs found so far   
    In the first screenshot you see my character not being attacked at all. It happened right after I got a scratch ever since then I can give zombies hugs and they don't hurt me.  ive noticed sometime the zombies get stuck in an endless loop of walking in the exact same spot? Ive also noticed that sometimes the character doesn't always rack the shotgun when firing "fast" Some garages in certain areas (this one is in riverside) don't actually have the wall removed. Upon removing the wall I lost the door. Oops. Sometimes the zombies also got stuck on the outside of the wall of my warehouse and other houses (also walking in an endless loop) Hope this helps guys!
  25. Like
    elislavkat reacted to Josko in B41.15-17 Animation bug while eating and moving   
    THIS have been happening to me too!

    It seems to work fine at first but if you do a quick turn then the movement will be screwed up I think.
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