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Caturday

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  1. Like
    Caturday reacted to Destructopuppy in Proposed modification to How Walls/Barricades are damaged by Zombies   
    Hey all,
     
    My suggestion is with regards to how barricades take damage from zombies. It's become clear to me since I've started playing that Project Zomboid  focuses heavily on realism with some liberties taken for difficulties sake.  Bearing this in mind; the barricade/wall system is something I feel could be tweaked to help players feel like basing up outside almost fully enclosed areas is more viable given sufficient time to fortify.
     
    My suggestion is as follows: For each barricade material and impassable player constructed fence/wall a minimum number of zeds should be required to be within range and aggroed in order for the barricade to start being damaged. For example, log walls could require 3-4 and sheet metal barricades 3, heavily boarded up windows (3-4 planks) only 2, etc.
     
    The reason for this suggested change is twofold: 
     
    Firstly; realism. Anyone who's ever seen a reasonably sized tree trunk knows that you can practically beat on it until the end of time unarmed and you'd never claw your way through, same goes for a metal sheet welded across a window. However, game balance must also clearly be considered so in my view it's much more reasonable to require multiple zeds to be able to provide enough force to pry and lever and scratch their way through a fortified fence, wall or barricade.
     
    Secondly; Gameplay. Anyone who's ever built a sizeable base knows how annoying it is to feel like every individual zombie can potentially claw their way through your whole base given sufficient time. This mentality leads to people basing in cheesy locations using terrain indestructible or impassable to zeds and the use of strategies such as the prolific stair destruction+escape rope technique to guarantee that this problem isn't something they have to worry about.
     
    Making barricades and player made fortifications more resistant to individual wandering zeds while maintaining their susceptibility to being destroyed by hoard events and large groups would allow larger player constructed bases to feel more secure and worth building without destroying balance.
     
    Thanks for reading, feedback appreciated,
     
    -Destructopuppy
  2. Like
    Caturday reacted to Pitifulpancake in IWBUMS 41.47 released   
    didn't expect an update so soon, keep it up guys.
  3. Like
    Caturday reacted to Snuffleupagus 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?
  4. Like
    Caturday got a reaction from WildCnt in Small but Important Suggestions Thread   
    I'am talking about heat source, not cooking toolkit. Not everyone starts during the summer wrapped with goods.
    This game tends to be realistic, do you really need STONES to build a campfire irl ? I have no clue why these absurd suggestions even come.
    "No you are not able to cut few planks of the wardrobe and burn them, u need STONES to set a fire".  smh
  5. Like
    Caturday reacted to Batsphinx in IWBUMS 41.46 released   
    41.46

    NEW

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

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

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

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

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

    BALANCE

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

    ANIMS

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

    MODDING / DEV

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

    CUTAWAY FIXES

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

    FIXES

    - Fixed not being able to choose a texture in the character-creation ui for clothing items that don't have models. For example, Denim Shirt and Leather Gloves.
    - Fixed "Override:true" not working in mod recipes, resulting in duplicate recipes.
    - Fixed the skybox texture not updating after fast-forwarding (F5 or F6 or sleeping).
    - Fixed SkyBox.update() allocating Color and Vector3f each time.
    - Fixed the Skybox.Show debug texture size changing when zooming.
    - Fixed less than one unit of Twine being returned when destroying a Stick Trap.
    - Fixed server-side STrapGlobalObject calling client-side CTrapSystem:sendCommand().
    - Fixed items that weigh less than 0.005 being displayed as 0.0 weight. Now items weighing less than 0.01 are displayed as 0.01. For example, Screws.
    - Fixed double metalwork doors giving planks and nails when destroyed.
    - Fixed loading the SQL library from the user's Temp directory on 64-bit Windows.
    - Fixed missing animation for unloading bullets from rifles without magazines.
    - Fixed being unable to remove the key from the ignition when clicking on the key icon in the dashboard when the "Leave Key In Ignition" option is on.
    - Fixed controller not being able to open Fitness UI (The controller Y button opens it from the health UI)
    - Fixed sunstar motel arch cutaway.
    - Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
    - Fixed closing the health panel closing after opening fitness panel.
    - Fixed a multi-monitor issue on Linux.  Sometimes resolutions for the non-primary monitor were detected.
    - Fixed errors cleaning bandages using a sink/etc.
    - Fixed not walking to the water-containing object when cleaning bandages from a sink/etc.
    - Fixed student zeds could spawn with 2 bags.
    - Fixed muzzle flashes emitting no light during the day, even in dark rooms.
    - Fixed the shovel not appearing in the player's hands when filling a grave, if the shovel wasn't already equipped.
    - Fixed animation when burning a corpse with gas.
    - Fixed exception in InventoryItem.synchWithVisual() when an item's IconsForTexture list is smaller than the number of
     clothing textures for that item.
    - Fixed formatting bug in clothing_pants.txt related to Shorts_ShortDenim.
    - Fixed the "Remove Broken Glass" context-menu option not being shown as disabled when the player is holding an item in the left hand.
    - Fixed the health panel being shown when displaying the fitness ui, when using a controller.
    - Fixed errors pressing keys during the "This is how you died" loading stage.
    - Fixed FileNotFoundException when loading mods without clothing.xml.
    - Fixed an exception turning an equipped radio on or off when a generator is nearby.
    - Fixed surprise zombies in spawn locations, even though this was frequently hilarious. Zombies are now removed from the inside and around the building the player spawns in, when creating a new player in an existing game.
     This does not include reanimated player zombies. Also, house alarms are disabled.
    - Fixed player not spawning in the correct location when creating a new player in an existing challenge
    - Fixed getting max benefit (or harm) from smoking part of a cigarette.
    - Fixed not being able to interrupt closing windows or smashing windows.
    - Fixed the player turning when following a very short path.  Now the player will strafe to the new position without turning. For example, when smashing a vehicle window, the player would turn around, walk to the required position, then turn to
     face the vehicle again before smashing the window.
    - Fixed vehicles dropping to the ground when loading or spawning them.
    - Fixed PhysicsDebugRenderer not being thread-safe.
    - Fixed zeds taking too long to stomp to death in certain conditions
    - Fixed being able to build a floor on farming plots
    - Fixed return items when dismantling of double doors
    - Fixed doorframe going invisible when painted light blue
    - Fixed male tourist outfit spawning wearing dresses/skirts.
    - Fixed extreme length of required stomping on zombies in some situations.
    - Fixed various map bugs
    - Fixed untranslated names of burnt vehicles being displayed in the radial menu.
    - Fixed some bags not playing "zip" sfx when interacted with
    - Fixed painted boxes not showing color correctly
    - Fixed having hood up and equipping hat replacing whole hoodie with hat, instead of removing hood and putting hat on
    - Fixed not being able to "Put Out" BBQ
    - Fixed non-centered multiple lines of text horizontally in the radial menu.
    - Fixed split-screen rendering issue with puddles.
    - Fixed a rendering issue with water that resulted in visible lines along chunk boundaries.(Water flow and speed weren't updated when adjacent chunks were loaded.)
    - Fixed a bug where fixed capacity defined in vehicles wasn't used.
    - Fixed Default Sprint key on MacOS being LMETA instead of LMENU.
    - Fixed hedges not slowing players and zombies. (Players in ghost mode or noclip are not slowed by hedges or trees.)
    - Fixed clothing condition and wetness resetting when switching from hood-up to hood-down, etc.
    - Fixed the controller A button entering vans instead of opening the rear door to access the trunk.
    - Fixed the wrong strafe angle being used when walking short paths.
    - Fixed max capacity for vehicles not being saved.
  6. Like
    Caturday reacted to EnigmaGrey in Lag Fightin'   
    Lag Fightin'

    How do all, let’s start with the team coding MP for Build 41 first this week.
    MP STRIKE FORCE
    This week Yuri and Andrei have been working on improving character movement in high ping scenarios, using a tool to simulate different levels of lag. This tool can simulate ping, lost packets, packets that appear in the wrong order, duplicated packets and throttled packets. Every different sort of errant packet, basically, and mixes of each one besides. 
     
    Anyone who has played B40 multiplayer will know quite how laggy, teleport-y and nasty high ping situations could previously get with PZ. As such, tackling this issue has been a very high priority for us – and we’re really glad to have seen some good improvement over the past week of dev.
     
    First, just for reference, in this first video you can see what the situation was in last week’s build. 

    (In case anyone in our audience has trouble envisioning what a ping represents in real-world geographic terms, 300 ping is about what you’d expect from Australia to Europe.) 
     

    Now, here’s a video from this week after many improvements – though please bear in mind that there are still issues to resolve here.
     
     
     
    So, known issues: at 3:50 if the ‘climb in window’ packet happens to be lost it can cause the character to get really far behind. There clearly still needs to be some improvements to allow characters to catch up better if they fall behind.
     
    Otherwise though (even with 300 ping with an extremely unreliable connection that’s throttled and losing packets left and right) in our testbed situation the experience is much smoother and much more immersive than we could ever have dreamed of with the current public Build 40. We’re sure it will continue to improve up until release too.
    TRAILERS AND TOWING
    We’ve been playing around with our physics library, off and on, for a while now – primarily multi-wheel support and other differently shaped custom vehicles for future addition: tractors, military stuff, trucks etc. 
     
    Now, a little while ago an amazing modder called Aiteron appeared on our forums experimenting with car towing.
    This prompted us to realise that (before we got to the military etc) moving some of this background experimentation into expansion of the current car physics system would also be a relatively low risk (yet cool!) thing for our non-MP devs to add into Build 41 while we wait for the completion of the multiplayer rebuild.
     
    In IWBUMS beta patch 41.46, you will be able to attach other cars and trailers (initially one trailer model, with a ‘covered’ and ‘uncovered’ variant) to your own vehicle and tow them around. How well you tow them, however, will be dependent on weight and the power of your vehicle. Likewise you’ll be able to tow other vehicles as well.
     
    (PLEASE NOTE: vids are WIP)
     
     
     
     
    As mentioned previously, this also includes added support for multiple collision shapes on vehicles – primarily to support the trailer hitch extending forwards of the trailer’s body. This should also benefit modding greatly, we hope.
    We’re also currently also experimenting with a three segment physics rope, that seems to be working well at the moment – and likewise some other future trailer variants.
     
    Again, absolute mad props to Aiteron for showing us just how cool this function could be in-game. We’ve been talking to him this week, and he seems a really cool guy with some great future mod ideas to boot.
     
    Likewise, in towables, we have great new potential here for both devs and modders alike – as already shown by this amazing companion mod to Aiteron’s own towing mod that appeared a few days ago. This has been created by IBrRus, and features oil trailers and caravans you can live out of nomadically. (Features like these won’t be the sort of thing we’ll be including ourselves, for a long time anyway, so we’ll be sure to help Aiteron and IBrRus get their mod contents adapted over to our own updated game physics systems before we release 41.46 into the IWBUMS beta.)
     
    We didn’t get enough testing done on the current internal build of 41.46 to consider a release this week (and likewise some of this still needs polish/work) but intend to put it out at some point in the next.
    MODDING MODELS
    As many PZ modders will no doubt be aware, there is currently no clear path available to mod skinned meshes for Build 41 – ie. meshes with animations, limbs, walking etc.
     
    Internally, we use expensive software that’s not really accessible to modders so until now we’ve held off releasing our source models – so people haven’t been able to model their own completely unique characters, clothing (outside texture changes), or create extra animations. (It may be some clever people out there have found a way regardless though.)
     
    Over the past few weeks, then, we’ve been massaging the pipeline of getting a PZ character into Blender and then out into the game with relative ease and lack of fuss. The challenge then: to have characters exported using blender’s export tools, then renderable and animatable within the game itself.
     
    This has been, to put it mildly, a pain in the ass. Blender’s exporters don’t play too friendly with our engine.
     
    As such, Zac has been spending time trying to bash our engine into a state where it can alternately load these blender exported files and play them. There’s been good progress, with each iteration looking vaguely more human and less disturbing, though there is still work to be done until the characters match perfectly or even look like they obey the laws of physics, but its clear we’re getting closer.

    Close enough to be able to show you these videos of Zac’s progress anyways. We’re hoping that this will be licked at the start of next week.

     


     
    This week’s work out and mannequin Spiffo image from Mr Sunshine. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. Like
    Caturday got a reaction from trombonaught in Small but Important Suggestions Thread   
    So in the middle of the city i'am not able to make a campfire because stones must be required to build up a simple pile of woods ?
    BS
     
    Better to make 2 types of fireplaces -
    safe one with stones and planks required (does not cause house fire),
    unsafe one with treebranches required  (dungerous indoor)
  8. Like
    Caturday reacted to Retro_Junkie in Jump out a window.   
    I had a dream where somehow zomboid was involved,and I remember distinctively that I ran into a window and jumped out of a house.
    I was thinking that maybe sprinting into a window could let you jump into it, and break through. Deep wound or something would be a guarantee but it's for those times you need 
    TO GTFO
    jump.mp4
  9. Like
    Caturday reacted to Faalagorn in Ability to not fall when crouching and not running   
    Unfair deaths in the game the worst, one of the most dreaded ones is falling off when building, especially when you don't know where you can stand. Latest improvements in auto-generating floors beneath slanted tiles is improvement but it's not reliable, and with the isometric view it's often not so hard to accidentally let of your finger from one of the direction keys, even more with controllers and possible slowdowns due to FPS drops or lags (currently in remote play but down the line multiplayer too).
     
    Anyway, in Minecraft, when you crouch, you don't fall down the ledges – so you can build relatively safely at heights as long as you sacrifice some speed – the same could apply to zomboid – as long as you crouch and not crouch run when building stuff, your character is "careful" the way it automatically hides behind cover and won't fall. This would give some use of using sneaking when in safe spots where zombies aren't there
     
    Also, somewhat related but opposite: https://theindiestone.com/forums/index.php?/topic/30420-jump-out-a-window/&tab=comments#comment-297140
     
  10. Like
    Caturday reacted to Helvius in Advanced building mechanics   
    Alow for more creative building experiences with new carpentry and metalworking wall shapes, doors, roofing, etc. I would like to be able to construct buildings with triangular roofing like normal houses. The ability to construct garage doors would also be a very welcome quality of life change. Effective base defenses like traps, electric fences, scrap metal or wooden floor/wall/window spikes, etc would also be a fun thing to have. More plumbing/irrigation would be nice as well. Eg, routing water from a rain barrel to a drip system that waters crops over time. Maybe a modder has done this somewhere, Im not sure. But it would be great to have this in vanilla. As I feel the building system is rather limited because of how few options you have.
  11. Pie
    Caturday got a reaction from tommysticks in You only need 1 Cigarette and Foraging in Cars (Expoit!)   
    In fact, gaining crickets while driving with a broken windshield seems pretty legit.
  12. Like
    Caturday reacted to Charlypizza in Aiming long range weapons may be inacuarate   
    -Aiming will prioritize the near zombie to the player this a problem when selecting a target at long range, what if the could be a key binding to chance the prioritize radius to the aim reticle/mouse pointer or make rifles with scopes prioritize the radius around the mouse.
     
    -Aiming will highlight to targets very far away from each other to do a double kill.
     
    **SuggestionScope effect when aiming with scopes 4x and 8x with a extra zoom could help to see the aim outline, especially cuz u cant zoom in to see it.



  13. Like
    Caturday reacted to Nebula in Warm Winter with Toilet Paper.   
    If you have one full roll of toilet paper, you can keep the fire burning (fireplace / stove / fire) - 6 hours 24 minutes, since one part of the toilet paper's delta is enough for 12 minutes.
    In fact, in one of the latest builds, you added a recalculation of the burning time based on the delta of the item, which led to inadequate burning times for many items.
     
    For general convenience, I propose to introduce a certain separate parameter of the burning time for objects with a delta - in Camping/camping_fuel 
     
    Or add this feature right in the item, which would be extremely convenient.

        item XXX
        {
            Type        =    Drainable,
            UseDelta    =    0.05,
            ReplaceOnDeplete = XXXX2,
            campingFueltime = 0.01, --- For one (small) delta unit.
            DisplayName    =    XXX,
            Icon        =    XXX,
            Weight        =    0.024,
            
        }
     
    Indicate directly in the item whether it burns or not, and indicate how long it burns.
  14. 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.

     

  15. Like
    Caturday reacted to nasKo in Half Termdoid   
    Hey all! Probably a substandard Thursdoid this week, our usual wordsmith is in the midst of a school holiday childcare in middle of pandemic moment so isn’t around this week. However will go through a few things nontheless!
     
    MULTIPLAYER
    This week, Yuri has been fixing some issues with zombie damage not transmitting properly, leading to zombies never dying in MP (kinda a big deal lol), some issues with animation syncing that would lead remote characters to be visibly stuck in that action forever.
    Here is a vid of some of these fixes this week:
     
     
    As you may be able to tell from the combat around 1 min mark, there is still a little work required getting the zombies not to intersect with the characters with higher pings. Stuff like this will improve in the run up to release and probably after that too. Andrei is on it!
     
    We also discussed the possibility of lowering the streaming range for multiplayer a tad, and see how much we can reduce it without introducing popping in zombies. It may be we will consider removing the furthest zoom on MP as this would afford us the potential ability to massively reduce the memory requirements per player. This is potentially something we could do based upon server load too, to give us way of scaling RAM usage a lot more forgivingly especially on high pop servers. Our quest for affordable 64 player servers continue. Though we’ll of course make sure gameplay isn’t negatively affected too much by this.
     
    ELSEWHERE
    RJ has been working on the outdoor ‘survivor stories’ that are the equivalent of the specific situations you can find within buildings in the current build. We petitioned for ideas on our twitter last week – and there were a lot of great suggestions, and I can see numerous of those suggestions have made it in. Obviously we’re not going to spoil a lot of these as they will be there to discover when playing, but here’s a little taste of what you may find when out and about.
    As you can see he’s still working out a few specifics like making sure the terrain and tall grass is unaffected by the placed stories but these will provide extra immersion in the world while exploring and will be expanded on going forward.
     
    Martin has been working on weapon attachments to use on RJ’s weapon attachment system, its unclear when these will be introduced but will add greatly to the variety of customization of weapons!
     
    Easy has been experimenting with a way of saving all zombie clothes when zombies are streamed out, to fix the issue of zombies changing clothing and appearance whenever you return to an area, as well as to stop themed clothing zombies from losing their clothing when you leave and return to an area.
     
    And that’s it for this week, please tune in next week for Thursdoid normalcy to have returned.
     
    This week’s chilling scene from Asta_rogue on reddit. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  16. Like
    Caturday reacted to Batsphinx in IWBUMS 41.45 released   
    NEW
     
    - Allow crowbars to be used to remove wood barricades, and use animations for it
    - Added context-menu commands for adding all fuel items, and all fuel items of a certain type, to barbecues, campfires and fireplaces.
    - The warm-hands-by-a-fire now works with fireplaces.
    - Added 'world' attachments to shotgun models.
    - Added a shit ton of new male names, female names and surnames taken from 1994 US census so every other character isn't called Marina Hodgetts. (Thanks to Jam for putting these together.)
    - The inspect-clothing command will transfer items to the player's inventory if needed.
    - Inflating vehicle tires will stop at the maximum pressure instead of always adding 5. It was annoying having to cancel the action at the right time.
    - Play the "craft" animation when adding patches to and removing patches from clothing.
    - Updated translations.
    - Display "Sleep on Ground" instead of "Sleep" in the context menu when no bed is selected.
    - The "Sleep" tooltip displays the quality of the bed which can be Bad, Average or Good.
    - Added cooler (can be worn in hands).
    - Added satchel (3 variations, can be worn on back or in hands).
    - Added briefcase spawns
    - Added pistol case.
    - Updated some textures for bags.
    - Allow the player to shove (and stomp) sooner after attacking with a weapon.
    - The crafting ui displays the the player's skill level for recipes with required skills (such as Make Trap Box).
     Required skills are displayed in red text if the player's level is below the required level.
    - Added methods Recipe.getRequiredSkillCount() and Recipe.getRequiredSkill().
     Recipe.getRequiredSkill(int index) returns a RequiredSkill object with methods getPerk() and getLevel().
     
    IMPROVED FOG SYSTEM
     
    - brand new awesome fog now added
    - added display option for new fog, can toggle between high quality, medium quality and legacy (build 40)
    - changed fog generation, now variable duration based on day mean temperature.
    - added chance of grey tinted fog effect to storms.
    - added guaranteed strong tinted fog effect to tropical storm, now very distinctive.
    - modified blizzard effects to work well with new fog.
    - added new fog control panel to debug menu.

    FITNESS
     
    - Xp gain from exercises can now be different.
    - Regularity will not drop until 24h after doing an exercise.
    - Fixed some fitness animation weirdness.
    - Remove the fitness UI when entering a car.
    - Fixed NullPointerException in Fitness.decreaseRegularity().
    - Fixed exception in Fitness.load().
    - Moved fitness to health panel (new button) instead of right click menu.
     
    BALANCE
     
    - Allow washing dirty bandages from clean-water sources such as sinks.
    - Dismantle Flashlight recipe is allowed if there is a battery in the flashlight.
    - Renamed two Jackets to Leather Jacket. They were already leather.
    - Increased antique stove weight from 20.0 to 40.0.
    - Decreased gardening spray capacity
    - Reduced size of zombies target outline by 20%.
    - Reloading a gun will look for magazine in bags and not just main inventory.
    - Toilet paper can now be used the same way as tissue (equip in main or secondary hands to reduce cough noise).
    - Toilet paper can now be used to start and fuel a fire/BBQ.
    - Slight bump in sneak skill (when in plain sight, will reduce the zed vision/footstep volume)
    - MSR700/MSR788 now doesn't require magazines.
     
    OPTIMIZATION

    - Optimized ScriptModule.getRecipe().
    - Declared SpriteRenderer.instance and SpriteRenderer.ringBuffer 'final'.
    - Avoid some string-related gc with cutaways (parsing sprite names).
    - Big optimization to cutaway rendering - moved testing of TallHoppableW, WallWTrans, TallHoppableN and WallNTrans to IsoFlagTypes since they were doing lots of string comparisons and slowing rendering down

    MODEL AND ANIM CHANGES
     
    -adjusted geometry so the gas mask works better with hats.
    -added another body location to BodyLocations.lua (MaskFull)
    -made welding mask part of the MaskFull body location
    - Changed the cough/sneeze/fidget animations (the 'ext' state) to play as a sub-state of the 'idle' state.
    -re-exported TShirt_white to not have buttoned front
     
    FIXES
     
    - Fixed the wrong animation playing when putting on baseball caps.
    - Fixed NullPointerException in IsoGridSquare.getPuddlesDir(). This happened with a fireplace.
    - Fixed some missing translation files
    - Fixed not being able to equip and unequip items while aiming.
    - Fixed zombie fence-flop crawling attacks hitting the player through closed doors.
    - Fixed recipes without required skills not working.
    - Fixed items not being taken from bags when equipping a light source.
    - Fixed equipping an item in one hand when it looked like it should be equipped two-handed when dragging an item onto the primary/secondary icons.
    - Fixed being able to climb through closed windows sometimes.
    - Fixed not being able to reload an empty magazine while aiming.
    - Fixed gunshot sounds and muzzleflash effects while sitting on the ground.
    - Fixed exception when lighting a barbecue or fireplace with gas.
    - Fixed timed actions not working while the warm-hands-by-a-fire animation is playing.
    - Fixed warm-hands-by-a-fire animation possibly continuing long after the fire goes out.
    - Fixed being able to fish at long distance with spears. (also one of the problem was if you only had a spear and open the UI, it was considered as a fishing rod!)
    - Fixed transition animation from standing to sitting on ground not playing.
    - Fixed available hotbar slots not updating when using a controller.
    - Fixed timed actions not starting while aiming in a vehicle.
    - Fixed the player getting stuck exiting a vehicle if it was done while aiming.
    - Fixed toggle aim on/off not working in vehicles.
    - Fixed the aim-assist cursor not disappearig after the player dies.
    - Fixed long lines of text extending outside the crafting and switch-vehicle-seat windows.
    - Fixed the automatic moving of items on vehicle seats not moving an item if it used all the remaining space on a seat.
    - Fixed regularity map being re-initlized if fitness instructor/fireman.
    - Fixed regularity progress bar showing incorrect values (it could never be at 100%!)
    - Fixed the info popup in the profession/traits ui not being hidden when going to the previous or next screen.
    - Fixed containers with capacity 3 or less not getting extra capacity from the Organized trait. This affected Fanny Packs.
    - Fixed corpse inventory capacity being affected by the Organized and Disorganized traits. Player inventory capacity has never been affected by these traits (only bags).
    - Fixed issues with the "Campfire Info" command after right-clicking on a campfire that is behind a wall.
    - Fixed being able to drive a vehicle forward in reverse gear.
    - Fixed being unable to look around by holding the right mouse button while in a vehicle with the window closed. This worked when holding the Aim key, but not when holding the right mouse button. 
    - Fixed "All All" not adding all charcoal to barbecues, campfires and fireplaces. It will add one unit of charcoal (30 minutes) at a time until all is used.
    - Fixed zombies moving through walls after climbing over a fence sometimes. This was easy to reproduce north of the West Point police station when fast-forwarding.
    - Fixed cough/sneeze/fidget animations playing more frequently at higher framerates.
    - Fixed context-menu cooking translations for latest version of Translatoid
    - Fixed clothing mod data being lost when reversing caps, putting hoods up/down, etc.
    - Fixed not facing doors when locking and unlocking them via the context menu.
    - Fixed not gaining only strength and not fitness exp when doing some fitness exercices.
    - Fixed being able to open multiple fitness UI.
    - Fixed double door and stick traps returning more than they took to craft.
    - Fixed sleep traits not affecting how much a char sleeps
    - Fixed not being able to disassemble large metal shelves
    - Fixed not being able to remove tiredness with restless sleeper
    - Fixed front strength not showing properly in debug climate plotter
  17. Like
    Caturday reacted to Charlypizza in Aiming Out line still hard to see? 41.44   
    The aiming outline could be hard to see while winter the dark green with the grass on winter.
     
    Maybe u could try different color from Red, orange, yellow to the bright green so it doesn't blend with the enviroment. 
     
    Also i like it more the previous out line that was thinner, it was more fine tune with the detail of the game especially when u zoom a lot, can look a little bit unpolished with the new big outline.

  18. Like
    Caturday reacted to Nebula in Look around while driving a car   
    It would be very convenient to look around with the right mouse button pressed while driving. Just like it is done on foot.
    And you could also use a flashlight while sitting in the car and shine in this way in the right direction.
  19. Like
    Caturday reacted to Nativel in Flashlights continue to drain battery while driving if not turned off beforehand   
    Yes, it will be good when you press right mouse click your character will look on it derection when character in a car, and also if he have flashlight turned on, ray will goes his right mouse holding position. (You remember I'm russian, right?)
     
  20. Like
    Caturday reacted to nasKo in IWBUMS 41.44   
    Ladies and gentlemen, boys and girls, zomboys and zombettes – we just released a big update to the IWBUMS public beta today.
    IWBUMS BETA 41.44
    The changelist for 41.44 is here.
     
    The tldr for the changelist, amongst all the fixes and balance, is:
     
    A new fitness system from RJ – containing burpees, sit-ups, squats and the like. Regular exercise will see boosts to your fitness stats. Some decent optimization that should make built-up areas like West Point a little more free-flowing in terms of fps. Polished movement animations, seated animations while performing timed actions, anims for equipping and unequipping items and various others. A range of combat fixes, primarily dealing with the thorny issue of the game choosing a zed that’s down on the floor or an approaching zed as your target. Polish and tidy-up for: the water and drinking system, zombie target outlines, traps, incorrect loot spawns, the cutaway system and general UI stuff. Recently grown saplings now less powerful. Ability to chug mayonnaise from the jar now mercifully included. MP STRIKE FORCE
    Here’s a quick video to showcase some of Yuri and Andrei’s work since last Thursday.
    Andrei has been working on the sync of climbing through windows, and is currently looking at climbing sheet-ropes / falling and other things on a more vertical axis.
     
    Yuri, meanwhile, is working on combat again. He has fixed up variations on zed speed – and is now looking at general movement, some odd variations in damage that zeds give/receive, and also issues with zeds who have reanimated from player corpses.
    NU-FOG
    The other coder side project we thought we would bring into the beta while MP work continues, alongside fitness, are Turbo’s fog improvements.
     
    They are currently looking like what you can see in the vid below. We need to optimize and be sure that they don’t have an undue toll on performance (though they should be fine) but you’ll be able to switch back to our current fog easy enough if you have a lower spec machine.

      This week’s despondent waiting area from zeepl0ck. 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!
  21. Like
    Caturday reacted to Batsphinx in IWBUMS 41.44 released   
    NEW
     
    - Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
    - Use radio buttons instead of checkboxes for available bags in the forage ui.
    - Bloodied and dirtied backpacks can now be washed.
    - Removed the "Age" stat from the character info panel
    - Add Yes/No prompt after pressing quit to desktop
    - Arrange option-screen controls better when the resolution changes.
    - Re-enabled the FPS counter - displayed with K by default. Should work okay now.
    - DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
    - Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
    - Added new hairstyles - center parting, side partings etc
    - Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
    - Added petrol can 3D models (also petrol can can now be held in hands)
    - Forbid switching between front and back seats in the police car, since there's a divider between them.
    - Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
    - Added animations for equipping and un-equipping items and clothing.
    - Added new sitting animation used when performing timed actions.
    - Allow fishing rods, spears and lures to be taken from bags when used.
    - Allow stopping ringing clocks and watches in inventory while moving.
    - Updated translations.
     
    COMBAT FIXES
     
    - To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
    - Zombies standing behind the player will not prevent ground attacks.
    - As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
     than 1.5.
     
    - Given a choice between two zombies on the ground:
     1) Give higher priority to a zombie that is getting up.
     2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
     
    - Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
     
    - Fixed infinite ammo exploit with RackAfterShoot firearms.
     
    - Improved the appearance of the aim outlines around zombies and improved colors.
    - Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
     "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.
     
    FITNESS
     
    (Will require balance still, and will be put into the health panel next to temperature etc. in next patch)
     
    - Right click anywhere to bring up the fitness UI.
    - Select an exercise (some require items, like dumbbell), select how much time and click ok.
    - Exercise Fatigue will be induced approx 12h after the end of exercise.
    - Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
    - The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
    - System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
    - Includes "struggling" version of exercises for lower fitness level characters.
    - Some professions have existing regularity in certain exercises (fitness instructor, fireman..)

    WATER TIDY-UP
     
    - Changed "Quench Thirst" back to "Drink" for water-containing items.
    - Changed "Remaining: Percent" to "Water: Current / Max" in tooltips for these object context-menu options: Rainbarrel info, Water Dispenser info
    - Changed "Percent full" to "Water: Current / Max" in tooltips for these item context-menu options: Add Water From Item, Drink (from an item), Fill (taking water from an object into an item), Pour Into
    - Added a tooltip displaying "Water: Current / Max" when drinking from a sink or other object, as well as whether the water is tainted.
    - Drinking from sinks before the water shuts off, or rivers, displays "Water: Unlimited".
    - Always display the Drink context-menu option for drinking water from objects.
    - Drinking water from items and objects will reduce thirst to zero instead of possibly leaving some fraction < 0.1.
     
    BALANCE
     
    - Bullets are taken from bags when pressing the reload key without using the radial menu.
    - Fixed a couple places where weapon weight wasn't adjusted when bullets were added or removed.
    - Equipped weight on flashlights now shown.
    - Rename Roasted Vegetables to a Roast
    - Scrap metal now produced when dismantling car wrecks
    - Renamed ".44 Magnum Magazine" to ".44 Magazine". The Magnum is a revolver so doesn't take a magazine. The .44 Magazine goes into the D-E Pistol.
    - Hitting a zombies while going backward in a car can now damage gas tanks.
    - Destroyed traps can return multiple items, those using twine return the full twine cost
    - Storms now less dark during daytime
    - Antique stove can now spawn in a crate in any warehouse (very rare)
    - Fixed wrong items appearing in roomtype 'camping'
    - Fixed wrong items appearing in roomtype 'bakery'
    - Added roomtype 'campingstorage' to lists: Same lootlist as camping, better rolls, crates (cardboard boxes?) only.
    - EggCarton spawn chance increased. Small chance of finding two egg cartons in fridges.
    - Increased numbers of floorboard stashes in houses and numbers of items in them.
    - Increased odds of stuff spawning in bags on zeds

    FOX'S CUTAWAY POLISH
     
    - Player-built walls that enclose a space no longer collapse if there's no window
    - Fixed cutaway starting as soon as character sets foot on stairs
    - Fixed cutaways loading issues
    - Fixed cutaway of fences and walls starting a bit too late.
    - Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
    - Fixed cars being seen through closed garages
    - Fixed cutaways with missing tile properties
     
    MODDING AND TRANSLATION
     
    - Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items.
     Previously, it was using the old DisplayName_XXX translation.
    - Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
    - Added %-substitutions to translations:
     ContextMenu_Add_Ingredient
     ContextMenu_Create_From_Ingredient
     ContextMenu_From_Ingredient.
    - Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
    - Added "Tags = Screwdriver" to the Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Added Tags=CanOpener to TinOpener.
    - Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
    - Added Tags=FishingRod and Tags=FishingSpear to rods and spears.
     
    ANIMATION CHANGES
     
    -cropped Bob_RunStumble.X
    -tweaked xmls to get smoother get up from scramble
    -capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
    -unified Bob_WeddingJacket.X normals
    -created ShortSleeveShirt Body Location
    -changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
    -hiding fanny packs with certain clothing items
    -removed ApronTEXTURE from outfit Waiter_Diner
    -capped some male and female clothes
    -tweaked transition and blends between run and sprint. sneak versions also done.
     
    UI TIDY-UP
     
    - Hide the post-death text when the quit-to-desktop dialog is visible.
    - Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
    - Fixed layout of some things at different font sizes.
     
    OPTIMIZATION
     
    - Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
    - Declared a lot of classes and fields 'final'.
     
    FIXES
     
    - Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
    - Fixed ambulance door mask to correct left and right
    - Fixed some see-through clothing on corpses
    - Fixed the player being immune to attacks from the front while holding bags in both hands.
    - Fixed Sugar not having nutritional value
    - Fixed Stone Axe weighing more than elements needed to assemble it
    - Fixed Cooked Rice and Pasta never rot
    - Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
    - Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
    - Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
    - Fixed exception in IsoCell.CullFullyOccludedSquares().
    - Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
    - Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
    - Fixed lua error when build cursor is on empty squares (above ground level) 
    - Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
    - Fixed being able to dig graves in interior
    - Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
    - Fixed trap spawning items when regularly removing it (non breaking)
    - Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
    - Fixed not racking some weapons after each shot.
    - Fixed issues with firearm and magazine weights.
    - Fixed muzzleflash textures not being visible on the first shot.
    - Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
    - Fixed the debug FPSGraph not being rendered unless the clock is visible.
    - Fixed corpses being drawn beneath railroad tracks and graves.
    - Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
    - Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
    - Fixed SmallCar extents not matching physicsChassisShape.
    - Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
    - Fixed animation lockup with emotes.
    - Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
    - Fixed deafening multiple thunder noises on speeds > 1
    - Fixed exception when scavenging if more than one type of item is found.
    - Fixed items required for repairing items not being taken from bags.
    - Fixed "Dig Furrow With Hands" not being displayed when using a controller.
    - Fixed the hotbar being displayed for splitscreen players using a controller.
    - Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
    - Fixed lua error repairing vehicle parts.
    - Fixed the player tripping in trees when in ghost mode.
    - Fixed getting free ammo when spamming the unload-magazine command.
    - Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
    - Fixed drainable items losing their Favorite status when emptied after being used in recipes.
    - Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
    - Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
    - Fixed clothing sometimes not getting a hole when it should.
    - Fixed sprinters pursuit collision
    - Fixed a lots of missing cutaway properties.
    - Fixed tied hair that's grown out still having 'untie' options
    - Fixed fishing from a long distance away
    - Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
    - Fixed missing overlays in pie shop
    - Fixed saplings grown by erosion system slowing and scratching player
    - Fixed various mapping bugs
    - Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
    - Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons
     unless the player's inventory (not a bag) was displayed.
    - Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.
  22. Like
    Caturday reacted to Charlypizza in Winter issues and unbalance survival 41.43 Mac version cdda challenge tested   
    Winter.
     
    Issues 
     
    -Fully snow floor is too bright it’s hard to see the aiming outline when using guns like in the picture below. Also is harsh to sight when is midday with clear skies u could lower the brightness on this to avoid the high contrast. 
     
    -Clothes are so focused on having high level on insulation that there is not appropriate clothes with protection for summer. Also making winter way too easy to deal with, in the picture below walking in a blizzard is enough to keep me warm, running will make my character sweat, not using long johns, t-shirt, boots, long socks, tank top and there is no need for padded jacket or pants.  Denim and cotton clothes should have low level insulation just like in real life. You could add denim jacket for summer and wool pants and socks for winter. Wind chill temperature should be reflected on the clock reader. 
     
    -Small Trees are difficult to differentiate from bushes on winter. (Quick fix make the invisible effect when behind trees effective when approaching small trees from below this add the outline appear making easy for the player identify them. Better fix change the sprites small trees to have few and thigh branches and bushes several skinny branches). 
     
    -Medium size trees that are only branches could be visible or add some dry leaves to the sprite, they create a false sense of security cuz using common sense they could not hide nothing behind so as a player you will run pass them but they could have zombies just waiting to ambush on a unfair death.
     
    -Also trees will slow u down according to the size small trees 60% medium 80% and big 100%. Sometimes is unfair to die to a sapling tree behind a big tree while kiting zombies, I mean sapling trees are soft and fragile.
     
    -Crops should only grow while is 5 degrees or above and if blizzard happen will kill them. Trapping reduced to 25%. There is plenty of food to endure winter even without crops and trapping stop spoiling the players. 
     
     
    Suggestions 
     
    -When getting sick should be enough to stay on warm temperature around a fire or warm clothes to heal without being wet removing the need to stay indoors could help nomad runs that only use tent kits. Also when u start a naked run on winter you may not find clothes to stay warm even inside a house so the fire warm up outside seems fair to heal up. 
     
    -Fully snowy ground should let you grab snow to melt it and then boil into water of course using more fuel cuz the process is longer. Creating fatigue just like foraging when getting the “snow in a pot”. Also Fully snowy ground makes the player 10% slower and u could add walking on snow sound effect. 
     
    -Spending time outside while snowing could use the same effect like dirt and blood on clothes but with white snow effect on the player clothes.
     
    -Blizzard looks amazing but u forgot to add a sound effect to it, feels muted.







  23. Like
    Caturday got a reaction from eldergamer in 41.43 Damaged Vehicle trunk capacity changes after first visit   
    Nope, he talks about visual bug that shows co0mpletely destroyed car's trunk as fully repaired and full capacity,meanwhile within some time it turns back to its normal conditions without any damage being done to the said car.
    So  you can walk to some random car, witness the 80 cap trunk, leave it, return later and see normal 32 cap trunk.
  24. Like
    Caturday got a reaction from trombonaught in Solution to end game safety   
    Doubt there is some mechanic.
    We are usually parked in these 3 houses near a river. Literally every game, and i have never seen any zombie migrate there.
    Over month, over 6 months,. over a year. Even with insane population this place remains empty, but within 2 cells down there are million zombies on the field.
     
    So op is right, legal migration system is needed to keep player on feet and prevent completely safe places.
  25. Like
    Caturday reacted to Geras in Solution to end game safety   
    Can confirm. I survived for 7 months in this place here:
     
    https://map.projectzomboid.com/#0.39902734136614454,0.038777983386069026,253.34010852616257
     
    And after killing the initial population, no zombies ever came there.
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