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Echo_Zwei

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  1. Pie
    Echo_Zwei reacted to EnigmaGrey in IWBUMS 41.34 RELEASED   
    Whenever it's functional.
  2. pillow
    Echo_Zwei reacted to weekendkiller in IWBUMS 41.34 RELEASED   
    Multiplayer. When?
  3. Spiffo
    Echo_Zwei reacted to nasKo in IWBUMS 41.31 RELEASED   
    ANIMS
    - adjusted blend in and outs for strafing and some melee states (fix for weird looking hitting animation like the rolling pin)
     
    MODDING
    - added radio OnDeviceText passes the parent (IsoObject,Item,VehiclePart) for modding purposes
     
    FIXES
    - Increased damage done to fences.
    - Fixed zombies shoving you when dead.
    - Fixed zombies shoving after you hit them.
    - Fixed zombies hitting through walls.
    - Fixed frames where zombie was considered not "on floor" during a fence or windows lunge attack
    - Fixed zombies being able to attack you at different Z level when doing a windows/fence lunge.
    - Fixed lack of zombies in prisoner outfits at the prison.
    - Fixed (again) blob corpses.
    - Fixed carpentry not consuming materials.
    - Fixed short wooden carpentry fences not being destroyable by vehicles and zombies.
    - Fixed jail-cell walls blocking vision.
    - Fixed null pointer bodydamage catchacolddelta
    - Fixed multithreading bug with physics debug rendering.
    - Fixed toxic buildings throwing exceptions when zombies are inside.
    - Fixed vehicles running in building making them toxic until it's polished up again
  4. Pie
    Echo_Zwei reacted to lemmy101 in IWBUMS 41.27 released!   
    41.27 Changelist
    - Reverted (for now) the attack cancel fix while we work out a more elegant solution for next week's patch.
    - Added missing Melee Movement Disruption option to sandbox options.
    Changes to Foraging UI:
    - Fixed some typos.
    - Forage Action wil now continue until you stop it or the zone is empty.
    - Show current zone's loot abundance
    - Only one instance of UI can be opened.
    - Lowered amount of stones found.
    - You can now select one of your equipped bags to directly drop foraged items into. If bag is full, it will go into main inventory, or ground.
    - Fixed items in bags not being used when doing carpentry.
    - Changed "Drop items near square center" default to false, so items are dropped under the player's feet as before.
    - Fixed not being able to click on carpentry containers to display their contents in the loot window, if the container was more transparent due to being in front of the player.
  5. Like
    Echo_Zwei reacted to Gwenybegood in IWBUMS 41.27 released!   
    Oh cool :D !
    Any time indication about the Multiplayer ? Can't wait to play with my friends with this build
  6. Like
    Echo_Zwei reacted to Хибити\Hibiti [BLR] in Zedsgiving   
    I will speak about the fire.
    The fire looks nicer and I really like the smoke.
    But! The spread of fire, as before, looks unnatural.
    Here is my suggestion:
    You are already using dynamic puddles. Why don't you use them for the Molotov cocktail?
    Throwing the Molotov cocktail, it falls to the ground. A puddle of fuel spreads on the ground, and immediately burns. Fire starts from the center to the edges.
    I would like to see a slight delay in the fire, Which seems to be going behind, behind a spilling pool of fuel.
    P.S.
    Make two levels of smoke (two floors) at bonfires to see people at a forest edge picnic.
    People in multiplayer will think: Is it worth it to make a bonfire on the edge of the forest and attract the attention of others, or not.
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