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Caturday

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  1. Like
    Caturday reacted to Geras in WreckZ   
    Hey, since you do work on crashed cars now, can you please change it that these cars in vehicle stories and crashes have some good parts in them?
     
    Last time I played every vehicle story i.e. the manhole crew, had cars in like 1% condition.
     
    It would be nice if, i.e. in case of a t-bone crash, only 1 side of the car was damaged, not the entire car (front for the 1 car, and 1 side for the other), and no critical damage whatsoever in fender benders, etc.
  2. Like
    Caturday reacted to nasKo in CurveZ   
    MULTIPLAYER WORK
    We’ve had a full complement of coders back on the internal 41 MP build since Tuesday, following the Russian May public holidays. Last night’s traditional Wednesday Night Internal Test was a bit of a washout due to a completely unrelated bug relating to an XP change not being compatible with MP. This has now been fixed, and we’re doing a Thursday test to see how things have improved, and things seem to be going well so far! A few issues but definite improvements. We’ll be doing more fixes and a bigger test tomorrow, so hopefully we’ll be in a good place for improvements for next week.
     
    SOUNDS
    Work from the Noiseworks sound design crew continues to arrive for our assessment, with Michael from Noiseworks plugging them all into the mainframe. It’s become increasingly evident that some of the NW gang are becoming quite partial to our game (even playing it for fun!) and as such ever more interesting and well developed sound design keeps on appearing. This isn’t always the case when you get separate teams in to work on existing titles, and makes us really appreciate having such solid (can we say ‘sound’?) chaps working on PZ.
     
    Noiseworks stuff is being done separately from more general dev duties on PZ. Other departments aren’t being held back by this
        CURVES
    Kukrapok, creator of the Cherbourg map and a member of the boat mod team, has been part of the official PZ team for a few months now – so we thought it might be an idea to let folks know what his initial task is. (Not least because it’s a real ballache of a job, and he could probably do with a little community cheerleading!)
     
    You may have noticed that the roads that criss-cross the Knox Event zone aren’t exactly standard issue – 90 degree turns result in many car/tree incidents, broken bones and worse.

    As such, Kukrapok’s current task is to provide for both official and community mappers when it comes to better and smoother curves and corners.
     
    “After I was taken on by TIS, I was quickly tasked to create new tiles in order to add 45 and 22.5-degree angle roads.” explains Ayrton/Kukrapok. “This should prevent players from crashing into a tree too often when they encounter a sharp turn. Even though, I’m sure there’ll be still plenty of opportunities for each of us to wreck our newly fixed cars. (I see you Speed Demon thugs!)”
     
    These angles are not just restricted to the corners themselves. It should also allow us to have much more natural roads between towns, instead of a network of long 90 degree roads, we could have more interesting angles and smaller turns during road trips to make the world feel and look more natural to drive around.
    “The task is a long one, as it requires a certain number of tiles to be created in order to have proper transitions in between all new angles and this applies to street curbs, terrain blends, traffic lines, etc.”

    “However, the result will improve the whole map eventually, and many modded maps, while also providing a smoother driving experience and a more natural feel to the map. Below is an example of 45-degree transitions of street curbs.”
    Overall this task has involved the creation of 1133 new tiles (!) with most of them providing a mathematical brain ache to complete also, so many thanks to Kukrapok for his devotion to the cause!
     
    This week’s foggy scene from Stean on Steam. Trying saying that five times with your mouth full. 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!
  3. Like
    Caturday reacted to Nazarito22 in CurveZ   
    I lost main version PSD file  for these tiles , however you can use guys this grid and layers and layer masks there like example. Little bit dirty file , sorry. This is file what I found. Normal file was lost.
    rounded_roads_tiles_2x.psd
  4. Like
    Caturday reacted to Nazarito22 in CurveZ   
    I worked little bit on rounded roads in the past but now don't have a time. I help you maybe guys if I share these files.


    rounded_roads.tiles
  5. Like
    Caturday reacted to nasKo in Bohemian Rhapzedy   
    As noted last week, we’ve been a little hamstrung by the Russian May holidays (over a week off, you lucky Russians!) and as such improvements and fixes to the client-side zombies we were testing last week will predominantly be on next week’s menu.
     
    Client ownership should be the last largescale technical hurdle the guys face, and details on what’s being done and why can be found here.

    As such, this week’s Thursdoid will be a Noiseworks SFX special – which will be of relief to those who aren’t interested in MP, but of irritation to those who are. Our apologies to anyone put out, but hopefully you’ll still share our enthusiasm for some of the cool stuff that’s being laid out below.
     
    As we’ve mentioned before, Noiseworks are operating separately from the main team – with only occasional requests for us to put new hooks into the game where there weren’t any previously. None of this is slowing anything else down, so don’t fret on that account. Our thanks to Michael and Matteo from Noiseworks for their help with this week’s blog.

    FOOTSTEPS
    Right now in the game versions you’re playing there are around 72 different sounds available for an individual footstep.
    When the Noiseworks overhaul is merged in there will be 3044.
     
    Why so many? Well.. the game will take into account what surface you (or your friends) are walking on.

    There are ten main surface types: Concrete, Grass, Gravel, Puddle, Snow, Wood, Carpet, Dirt, Sand, Ceramic and another surface category that’s essentially ‘footsteps heard upstairs’.
     
    On top of this the new sound system will also take into account what sort of shoes you are wearing – if any. There are different sounds for each surface dependent on whether you are barefoot, wearing boots, or wearing more standard sneakers/shoes. 
     
    Then on top of *this* each footwear type has been recorded in four different performances: a Sneak footstep, a Walk footstep, a Run footstep, and a Sprint footstep.
     
    And in amongst all of the above? Well there’s also dry and wet versions for external sounds that depend on the RainIntensity values, and likewise surface modifiers for walking on glass and through puddles.
     
    When you mix it all in with the rest of the SFX (like additional water drop impact details on harder surfaces like concrete) then it truly is, as the kids are told we say, ‘immersive af’. 
     
    Here’s a vid!
     
    Please note this is ALL work in progress, being heard without the full soundscape, will have volumes balanced, has an occasional audible ‘double footstep’ bug that will need a fix etc. etc.

    WILDLIFE
    We previously shared an ambiance video in which the natural world of Kentucky can be heard in amongst the various weather and world effects. What we didn’t say, though, was what was being heard and how.
     
    Here it is reposted in all its glory. 

    Essentially here we have a range of different mammals and bird species, all residents of Kentucky, that can be heard through the world. Their unseen location is completely dynamic, and spawned around the player randomly.
     
    Each species sound has a different chance of playing that’s based on when you’d hear them in real life – so it depends on the season, the time of day and which ‘map zone area’ you are in: forest, deep forest, town, vegetation/field, close to water etc.
     
    On top of this each different map zone has different ‘insect noise’ sound beds that depends on the time of day, while there are also random birds that will be heard in particular randomly assigned trees that are appropriate to your location.
     
    Right now animals and bird sounds will start to peter out when the weather changes, or the wind picks up – and in future we would like the noise of gunfire (for example) to prompt noises of birds taking flight.
     
    (Beyond this too, we would clearly like these sounds attached to real/seen birds and beasts – but we’re clearly not at this point yet.)
    Right now Noiseworks have sourced around 70% of the bird/beast noises we need (some might be harder to find than others) but hooks are already present for all of ‘em.
     
    Here’s the current bird list so you can get an idea of the breadth we’re aiming for: Wild Turkey, Grebe, Pigeon, Cuckoo, Sandhill Crane, Gull, Loon, Heron, Hawk, Eagle, Owl, Woodpecker, Eastern Phoebe, Kingbird, Shrike, Vireo, Bluejay, Lark, Swallow, Nuthatch, Winter Wren, Kinglet, Thrush, Catbird, Mockingbird, Sparrow, Grosbeak, Longspur, Bunting, Oriole, Warbler, Quail, Crow and Raven.

    WEATHER
    Next, we go over to Noiseworks’ Sound Designer Matteo Lupieri for the lowdown on how weather ties to the new soundscape.
    “The weather system was an interesting one to work on!” explains Matteo. “We needed to take into consideration that as weather intensity changes with more wind and more rain, the whole world surrounding the player should be heard to react.”
    “So when in a forest, the rustle of grass and trees can be heard increasing with wind intensity – and raindrops hitting the canopy will get louder and busier as the rain gets heavier. You will also hear trees creaking, and branches snapping and falling during storms.”
    “We’ve also thought of the equivalent sounds in urban areas – so in towns you’ll hear metal signs squeaking and creaking more and more based on the wind intensity. Similarly, lakes and rivers will get agitated and start to form audible waves with stronger and stronger winds”.

    OTHER NOISES
    Next time we do a Noiseworks update we can inform on the current car noises (which we haven’t heard ourselves yet), the zed noises themselves (which we are being very annoying and prima-donnaish about) and the situational music revamp (which amaze-o Zach Beever is back in touch about and supplying original multitracks for).
     
    It’s all super exciting and, we hope, interesting enough to warrant a blog while Yuri and Andrei are off on their Russian holidays.

     
    This week’s Zeddy Mercury from TM_Monkey 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!
  6. Spiffo
    Caturday got a reaction from GoodOldLeon in Disable saplings/trees causing car damage when just driving past   
    Signed.

    It's not realistic to recieve severe trunk damage from some crap sappling.
    Slow debuf + loud noice already enough.
     
  7. Like
    Caturday got a reaction from Staina in Real erosion   
    Indoor grass/bushes/trees take very long time to grow.
    TLOU example - game takes place TWENTY years from the infection had befallen, yet most houses do not have grass inside.
    So its pretty unrealistic to have such garden of your picture within the building, especially concrete/brick one.

     

  8. Like
    Caturday reacted to Kauffy in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I noticed that last update shown on Steam is from June of 2019-- that is, update notes. If I were a prospective buyer, and I saw that the devs were doing regular updates, but then stopped a year-and-a-half ago, I think I'd conclude that the game was dead/abandoned as opposed to freaking awesome and alive!
  9. Like
    Caturday reacted to nasKo in Down Under   
    ‘Allo peeps.
     
    So! Quick run-down on where we’re at.
     
    IWBUMS Public beta version 41.50 was released on Monday, and received a hotfix today.
     
    This included new items, better silhouette visualisations for overflow zombies in large hordes, some balance changes, some QoL functions for mouse double-click in your inventory and… Spiffo’s Secret Special Sauce II which can be seen below.
     
    We’ve got another minor hotfix cooking for tomorrow, but barring anything urgent or more required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is about to be merged into our mainline, meaning that all devs will be working on the version containing our MP work while we get everything in the sort of shape that we feel is ready for Community Megatests.
     
    As such after this there won’t be any big patches until MP itself is ready for wider testing and a full IWBUMS beta release.
     
    We’ve got various folks working on future content, art, mapping and optimizations beyond MP (and clearly they’ll be jumping over too) but for the next little while the focus will very much be on getting 41 multiplayer out of the door.
     
    We currently have a big internal MP session scheduled every Wednesday evening for the foreseeable future, so we can be sure that you’ll always be getting the latest status on a Thursday, and last night’s went well but was more a bug catalogue session than play session.
     
    (Hopefully next week we’ll be able to show something a representative of how the game is playing currently, and apologies for not being able to do so today)
     
    Over the past week we’ve been syncing death states for zombies, reading, bandaging, drinking, eating, wearing and unequipping clothing. We’ve been fixing safety system issues, doing some work on PvP, fixing climate bugs in the admin panel and… all sorts of other ‘tying things together’ work while Yuri and Andrei continue to improve the overall online player and zombie experience.
     
    It’s a very exciting time, but we recognise that it’s a frustrating one to be sat outside of. We will continue to do our utmost to keep you involved and informed every step of the way. Thanks all.
     
    This week’s example of the death of the High Street from koekto1000. 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!
  10. Like
    Caturday reacted to Magondivel in IWBUMS 41.50 released   
    https://www.reddit.com/r/projectzomboid/comments/kvr3ej/we_are_a_death_meat_now/
  11. Like
    Caturday got a reaction from Ы-man in Is late game forgotten, trivial and unrewarding?   
    Try cryogenic winter mod, it makes winter really, really cold, so you have to pay an attention for it (collecting very warm clothes, staying inside during winter storm and constantly gathering sources to heat yourself)
     
  12. Like
    Caturday reacted to Zork in Foraging improvements   
    I am not saying foraging is weak. It's actually quite useful. Handicapped in some respects and overpowered in others. Here is what I would change:
     
    1. Finding LOGS while foraging is ridiculous. You could spot a log at 20 yards without trying. You also never, ever want to just automatically pick up logs when you're out in a possibly dangerous situation. And on top of that it is not really needed. Sticks/twigs fulfill the need for tinder and crafting wood well enough. Please consider removing logs from the foraging loot tables.
     
    2. The amount of tiredness you get from foraging is way, way over the top. Make it 1/4 of what it is now - if tiredness is appropriate here at all. I would rather see exertion used instead. Make it a very exerting activity and it will remain dangerous to do in unsafe terrain. It's silly that foraging for an hour or two makes your character so tired that he can immediately go back to bed for a full night's rest. Foraging involves a lot of looking around, crouching, crawling maybe. NOT very taxing on the body. Not like felling trees. Actually, I take that back. Make foraging not use a lot of tiredness OR exertion. Make it just slow, i.e. see point #3.
     
    3. If 2. is too big of a buff, it's always possible to reduce overall loot to accommodate.
     
    4. Please separate worms, crickets, grasshoppers and cockroaches properly into "Fish Bait" and frogs, eggs etc. into "Animals". Right now you can have Fish Bait turned off but still find plenty of insects and worms.
  13. Like
    Caturday reacted to TrailerParkThor in Base defenses and traps.   
    Barbed Wire is actually already in the game, but it doesn't actually scratch anyone like it should. I think they probably plan to make that work someday, or else it wouldn't be there still. There are also lots of traps like the smoke bomb, fire bomb, and pipe bomb that can all have sensors and timers added. That being said, while I do think the bombs should remain the most effective defense locked behind Engineer, I feel like there's a lot of room for more basic traps that anyone can make.
     
    - Propane tanks should be placeable so they can be shot and blown up. Maybe this could be made into a trap with advanced skills, but that alone would be very useful.
    - Wooden spike traps should be easy to make with some kind of knife/saw and logs. These could range from defensive spikes in front of walls, to pit traps you could dig with a shovel. High enough metalworking, and survivors could even make metal spikes.
    - Caltrops could be an AMAZING to fuck up people's tires, boots, and to turn zeds into crawlers. Should be easy to make from nails, but hopefully Smithing will add a better alternative one day. These could be placed, but would be more fun as a throwable.
    - Nails, sharpened stones, or sharpened sticks should be able to be added to some planks to make a spiked floorboards. This could be like a permanent version of the caltrops, and could be repaired over time.
    - Bear Traps could come with the B42 Animal Update, and could be multiuse for Trapping and Defense. I think these would be rare and not craftable, however.
    - Extracting razor blades from extra razors should allow survivors to upgrade Barbed Wire to Razor Fences, this would result in Laceration chances rather than Scratch.
    - Gravel bags are pretty cool, but maybe we could also use different kinds of bags to make walls with varying levels of bullet stopping power. Sandbags could be the most effective, then gravel, dirt, and compost. Being able to stack these walls higher to make them full walls would be nice too.
    - There should be a wide variety of sound traps. These could range from tin cans on a wire hung from the ceiling, to motion sensor alarm clocks, all the way to police sirens attached to the top of a wooden pole. This would be functional in both distracting zekes, and alerting your base of unwanted visitors.
     
    There are also a few more that should be included in the Engineer profession:
     
    - Landmines could be made with 3 pipe bombs and some kind of pressure sensor like a scale. They would need a shovel/spade to be buried, but would be unseen by anyone. Alternatively, they could be found at some Military facility.
    - Cars should be totally destructible, and survivors should be able to rig up some kind of car bomb. Imagine using a police siren to draw 200 zombies near and then BOOM there's 0.
    - This may be a longshot, but maybe some kind of gun trigger door trap could be really badass. If you've ever seen the Saw movies, you know what I'm talking about.
    - Gas bombs would be an awesome addition, but would probably require implementation of a health condition (and maybe even a whole Chemistry skill). Mustard gas doesn't bite you lol.
     
    I'm sure there's plenty of amazing traps and defenses they could think of, but these are just a few that build off what's already in the game. Most things aren't fully implemented either (like the Gravelbag Wall and Barbed Fence), so I'm sure they will get around to it eventually. If I had to guess I would say this will be a Build 44 kind of thing, added alongside persistent NPCs and the ability to form a group. Base management will need a huge overhaul during that update so I'm sure construction, defense, and maintenance will all become very important when there are potentially dozens of people all living in one place.
  14. Like
    Caturday got a reaction from TrailerParkThor in The water quality and water pollution factor   
    Your character is drinking from toilet water sink behind the toilet, not from the toilet iself.
    It shoult not grant unhappiness or sickness since the water there is pretty clear.
  15. Like
    Caturday got a reaction from TrailerParkThor in Loading magazines dis/advantage   
    Have you ever seen this spring ? Even a toddler is able to load up.
  16. Like
    Caturday reacted to nasKo in IWBUMS 41.48 released   
    EXPERIMENTAL/NEW
    Added a new keybinding: Manual Floor Attack:
     
    - Default to LEFT ALT.
    - When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by. 
     
    This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital:
     
    - If set to false, your player will /!\ NEVER /!\ do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him.
     
    NEW
    - Added rain / snow visibility options: Always, Outdoors only, Never.
    - Added a new SECRET zed story
    - Added ZoneStoryChance sandbox option.
    - Added a new anim to drink from wine/whiskey.
    - Added new drink bleach anim.
    - Polished and improved Spear Charging at zeds
    - Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way.
    - Added NewMusic_KeepMoving to sounds_music.txt.

    BALANCE
    - The "Wash Yourself" tooltip displays the amount of soap and water used.
    - Fixed "Wash Yourself" happening faster when insufficient soap was available.
    - Strawberries fertilizer resets to zero after harvest
    - Can no longer get benefits from smoking cigarette partially and cancelling
    - Spears now break after fewer kills (around 2-5 vs 15-20 before) at level 0.
    - Can now make tent kit using wooden stake.
    - Washing machines and Dryers now operate for a little while even when clothes are already dry or clean, as real world appliances would.
    - Removed the need to uninstall Trunk lid / Hood before they can be repaired
    - Now only spears can attack through wired fence/chain link etc.
    - Spears have bit more chance to break when impaling.

    ANIMS/MODELS
    - Adjusted wine bottle to not clip through player head during drinking anim.
    - Adjusted WhiskeyBottle.X to work with new drink anim so it doesn't clip face.
    - Rescaled molotov to fit new bottle size.
    - Re-exported WhiskeyBottle.png and Molotov.png to 64x64.
    - Re-adjusted glasses clothing item to be proper reflective glasses, icon currently placeholder.
    - Adjusted ski goggle clothing item to again be either reflective or dark version.
    - Made the spear attacks use an upperbody mask so to reduce pausing during attack.
    - Swapped out attacking on floor with spear for a new anim, Bob_AttackFloorSpear.X.

    MODDING/DEV
    - Added loading mod files from the media/AnimSets directory.

    - Added optional versionMin= and versionMax= lines to mod.info so mods can specify which versions of the game the mod is compatible with.
            Build 40 will not be patched with this for now. 
            If the mod only works with version 41 or newer, add this line to mod.info:
                   versionMin=41.0
           If the mod only works up to a certain version of build 41, you would use:
                  versionMax=41.999
           Obviously replacing the ".999" with the build number.

    - Added DefaultClothing.lua to specify default clothing items for outfits that have default pants or top.
           Previously, these were hard-coded in Java.

    - Only save RADIO_SAVE.txt if the contents have changed.
           This is saved every 10 game-world minutes.
           This is done on the main thread; we should avoid doing disk I/O from here.

    - Added OnCanPeform:XXX property to recipes specifying the name of a Lua function that will be called
     to perform additional checks on being able to perform a recipe.
     This is a more general solution than the NearItem property (that was used for blacksmith recipes).
     The function takes two arguments and should return a true or false.
            function CanPerformMyRecipe(recipe, playerObj)
                  return playerObj:isOutside() and RainManager:isRaining()
           end

    - Added Tooltip:XXX property to recipes to display additional text in recipe tooltips and in the crafting ui.
           This can be used to let the user know about additional requirements when there is an OnCanPeform function.
           The value should be a translation name.  The translation text may have multiple lines separated by "<br>".
                  recipe MyRecipe
                  {
                         ...
                         OnCanPerform:CanPerformMyRecipe,
                         Tooltip:Tooltip_Recipe_MyRecipe,
                  }
           Tooltip_Recipe_MyRecipe = "Must be outside.<br>Must be raining.",

    - Added possible forced hair/beard color for outfit in HairOutfitDefinitions.lua (bandit/punk will have a chance to have more "crazy hair color").
    - Added blood clothing type to every possible body location, so you can easily mod a new clothing to protect X or Y parts:
    - Example, i want to do metal socks that protect both feet and lower legs, i'll simply add a BloodLocation = Feet;LowerLegs, in the item script.
    - Full list of per-bodypart location: Bag (back), Hands, Head, Neck, UpperBody, LowerBody, LowerLegs, UpperLegs, LowerArms, UpperArms, Groin.
    - Each location will cover both left and right parts if needed.
    - Thanks modder Flash for the idea!

    - Catch the "Comparison method violates its general contract!" exception in IsoObjectPicker to avoid breaking the game.
           This exception can happen when compare(a,b) is inconsistent with compare(b,a).
           This doesn't fix the cause, it only stops endlessly throwing exceptions.

    - Made IsoObjectPicker.ContextPick() a bit more efficient by calculating the score of each ClickObject once before sorting, instead of when comparing each pair of items being sorted.

    FIXES
    - Fixed police corpses sometimes having two holsters.
    - Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated.
    - Fixed duplicate items being created when climbing over tall fences.
    - Fixed RMC ripping a worn out item ripping up another item instead.
    - Fixed unrippable ankle socks
    - Fixed colored furniture / paint signs being luminescent in the dark
    - Fixed popsicle freezers outside buildings not consuming generator power.
    - Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity.
    - Fixed zombies not thumping barricade on the opposite side if the window was destroyed.
    - Fixed exploit of being able to carry unlimited amounts by simply equipping another bag.
    - Fixed the trailer crash stories only spawning advertisement trailers.
    - Fixed spear charge not connecting when it should.
    - Fixed spear charge not very often killing a zombie (wrong anim was played most of the time).
    - Fixed being able to instant sprint after doing an attack if you were already sprinting
    - Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!)
    - Fixed exception loading map_meta.bin on the client.  This will break server map_meta.bin files.
    - Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet.
    - Fixed an exception filling an empty sand bag that is equipped in the player's left hand.
    - Fixed dirt, gravel and sand bags not displaying a model when equipped.
    - Fixed clicking the left mouse button hiding the splitscreen player's radial menu.
    - Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges.
    - Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges.
    - Fixed temporary inventory items being created each time a zombie was hit.
    - Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with
     items being dragged with the mouse.
    - Fixed non-rendered floors not revealing levels below
    - Fixed lack of sound notification when achieving a skill level (fitness & strength)
    - Fixed being able to rip Favourite clothes
    - Fixed "Lit Candle" not changing its name or state after being put out
    - Fixed Metalworking menu not showing propane torch uses correctly
    - Fixed not being able to defend from (or see) closet zombies eclipsed by door
    - Fixed unavailable Double context menu option to put / take sheet rope on windowframes
    - Fixed not being able to wear a hoodie with hood up + earrings
    - Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles.
    - Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences.
    - Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle.
    - Fixed being able to hit a zombies through a barricaded window.
    - Fixed some spears having the bat sound when hitting with them.
    - Fixed delayed sound of death when impaling a zombie.
    - Fixed being able to cut grass/forage etc. while in a car.
    - Fixed infinite loop when resting + doing fitness.
    - Fixed enabling and disabling mods with texture packs not updating which textures the game uses.
    - Fixed mod lua files in the server directory not loading after editing one in debug mode.
  17. Like
    Caturday reacted to EnvyDemon in Ability to open/close Jackets   
    I'm not sure why this has not been posted already, but and many other members of the community would like the ability to have the ability to open/close jackets, in a system much like the one that hoodies have to raise/lower the hood, as well as the ability to change hat orientation.
  18. Like
    Caturday reacted to NoaAldritt in Rip Clothing->All bypasses the 'Favorite' setting   
    As the title states, using the Rip Clothing->All option bypasses any and all favorite settings for items regardless of where it is in your inventory(s).

    I discovered this in a modded playthrough as I was going through a large pile of corpses picking out things I liked and favoriting them before lastly ripping all of the remaining clothing in the pile for thread and ripped sheets, Only to discover that all the things I had favorited and stored in my bag and were gone as well.

    I did of course create an unmodded save to reproduce the issue, and it exists there as well.

    Actual result: Favoriting does not prevent clothing from being targeted by the Rip All option

    Expected result: Favoriting should very much prevent clothing from being targeted by the rip all option, the same way it prevents you from dropping or storing the item on accident.
  19. Like
    Caturday reacted to Ergenta in Repair Doors   
    Ability to repair doors, garage doors and other structure items 
  20. Like
    Caturday reacted to Nazarito22 in Slaying catch-up   
    Hope
     
    this is just a joke because there are more interesting little things to implement. For example, water pollution factor, water purification tablets, boiling purification water, which will make the game more challenging and more survivable. Or another little things.
    Ok , this animation is cool, but ..... Anyway I love what you do guys. 
  21. Like
    Caturday got a reaction from trombonaught in Sprinters Harder Mode - Tackle.   
    Playing with customized zombies mod and making sprinters to be 10% pop makes sense.
    Atm 1-2 sprinters are doable, meanwhile 3+ is a death without a gun.
    With op's suggestion even one sprinter will be hard due to inertion.
  22. Like
    Caturday got a reaction from TrailerParkThor in Sprinters Harder Mode - Tackle.   
    Playing with customized zombies mod and making sprinters to be 10% pop makes sense.
    Atm 1-2 sprinters are doable, meanwhile 3+ is a death without a gun.
    With op's suggestion even one sprinter will be hard due to inertion.
  23. Like
    Caturday reacted to trombonaught in Sprinters Harder Mode - Tackle.   
    How can anyone in this game ever think to themselves "geez, I really wish sprinters were HARDER." I can't even imagine having this thought 😂  Good on you though if you find them too easy!
  24. Like
    Caturday reacted to Toshis in We really need better income of scrap metal   
    Dismantling various objects doesnt give enought scrap metal compared to how much you need to build metal structures. Got plenty of metal sheets, pipes and bars, but no scraps. Cant build anything. We can weld small sheets to make big sheets and cut big sheets to make small sheets. Maybe we could make metal scraps from small sheets?
     
    edit:
    Also, construction sites could be better source of metal materials. It could contain crates of construction materials, more dissasemblable objects.
  25. Like
    Caturday reacted to Blake81 in IWBUMS 41.47 released   
    Can we get some details on these? I've already noticed the new Chicken restaurant on Mul, and that big house (which is screaming MAKE BASE at me) at Mul's northern outskirts, but is there more?
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