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Caturday

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  1. 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.
  2. Like
    Caturday reacted to nasKo in Backstreet Zeds   
    Lots of good progress from the MP Strike Force again recently, so let’s start with them once more. Hopefully the week-by-week visual progress in this will be evident to everyone.
     
    This week Yuri and Andrei have been concentrating on syncing event-based animations (so, non-combat), player death, window entries/exits, inventory issues, representing zombie collision and a general tightening and polish of the systems as a whole.
     
    Here’s a vid that shows where we were last week, and where we’ve got to now. It’s super cool stuff.
    NEXT IWBUMS 41 BETA PATCH
    We’re currently looking at releasing version 41.44 to the IWBUMS public beta early next week – there’s a few things we need to revert, and a few things we need to balance in there before it’s punted live.
     
    As mentioned in last Thursday’s blog this contains the new fitness system, some decent optimization for built up areas from EP, emotes that work while walking, a drinking systems tidy-up and some gun bug fixes.
     

     
    Other stuff that’s gone in over the past week includes:
    Some new hair-styles from Martin. Side-partings, centre-partings and a few more – so you can do a full 90s Backstreet Boys routine should you ever need to.  
    Replacements for some missing 3D models that couldn’t be seen in the player’s hands – jars, bottles and gas cans.
     
    Improved targeting outline around zombies, and the option for you to select it for when you are melee fighting as well as when you’re using guns. Some work on how your survivor chooses to target prone zeds, or those getting up. A brightening of our overly dark daytime storms. Lots of polish for 41’s cutaway system coming in from Fox. This should hopefully be a lot smoother now, and with less occasional jags.  
    As we’ve mentioned before, fitness and a new fog aside, we’re not currently looking at adding anything else that’s ‘big’ to 41. Stuff has been set aside now for 42, though work does continue on it, so as not to complicate the MP work which is now at its most critical point.
    We’ll be talking more about what else is coming along once MP is out and 41 is fully on its way to public release.
     
    This week’s snow scene from General Shepherd. 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 nasKo in Witness the Fitness   
    You've got a long tongue
  4. Like
    Caturday reacted to nasKo in Witness the Fitness   
    Let’s break with recent Thursdoid tradition and talk about MP progress first this week.
    Or, rather, just show this video as it probably does more to underline recent advances made in the pursuit of multiplayer release for the IWBUMS public beta than can be put into technical-sounding words.
     
     
    Elsewhere work continues on the next update to the IWBUMS public build 41 beta.

    This patch will likely be out next week, though might take longer to cook dependent on feedback on the new fitness system from internal testers. Here are a few of the patch contents currently being tested:
     
    Fitness. As described last week RJ’s fitness system – a way of training to boost physical XP, at the risk of overstraining and exercise fatigue getting in the way of combat skills, will be a part of public beta 41.44.

    This week has primarily been about balance for the system, but something cool that’s been added are variants on the animations for lower level characters who aren’t used to the exercise yet and as such can visible struggle with it. Fit character sit-ups Unfit character sit-ups Fit character push-ups Unfit character push-ups Work on the ‘downed zombie vs. approaching zombie’ dilemma. One of the final larger kinks in the Build 41 combat system has been the game not knowing whether your character should be caving in the head of a zombie on the floor or (more likely) concentrating on an upright zed with its arms outstretched approaching at speed. We think we’ve remedied this now, but will likely need your feedback on how it all feels when we release.
      Optimization. EP, our resident code superstar, has made improvements to a foundational element of PZ’s code (property containers / isoflagtype) which has given a boost to many, many wider systems within the game. In internal testing this has had a noticeable impact on built-up areas such as downtown West Point – where we’ve seen significant FPS rises. This will also be of great use in the far-flung future when Louisville becomes part of the game.
      The ability to emote while walking, as well as general improvements to looped/continuous emotes like surrender. (And the eradication of the emote wheel lock-up bug)
      A tidy-up of our water/drinking systems, and specifically how it’s all presented to the player.
      Fixed various issues with guns – primarily those that weren’t racking after each shot.

      Turbo’s work on the fog system improvements we showed last week continues, and might be going into 41.45 – we will see how things fall.
    This week’s indoor camping death scene from NightmareFrost. 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!
  5. 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.
  6. Like
    Caturday got a reaction from Geras 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.
  7. Like
    Caturday reacted to tapczan in Generator/Electricity suggestion   
    Hi brilliant devs and community,
     
     
    What do you think of making generators more "real" in sense of their adjust-ability ? 
    The most of the  real ones have power level switches where you can choose if you want it to generate eg. 100W,200W, 300W or 2000W etc...
    depending on the setting it would consume the right amount of fuel.
     
    Also, it would be great to have a "info" option on electrical home appliances like freezers, fridges, ovens etc. to see the tech specs and power consumption. 
    You could set some fixed values for lights. 
     
    I know that currently the generator consumes fuel according to the amount of devices connected but that a bit unrealistic. 
     
     
     
  8. Like
    Caturday reacted to Nativel in IWBUMS 41.43 released   
  9. Spiffo
    Caturday got a reaction from geronimo553 in IWBUMS 41.43 released   
    Greetings.
    Do we know aprox date when cold weather/heaters will be as intended/added ? 
    Atm its ezmode without additional cold settings.
  10. Like
    Caturday reacted to nasKo in IWBUMS 41.40 RELEASED   
    Hotfix, August 3rd:
     
    - Fixed not being able to knock down zombies by shoving with a knife-like weapon equipped.

    ___________________________________________________
     
    NEW
     
    - Added jewelry that can be worn on player: necklaces, earrings and rings on fingers.
    - Added ability to refill water dispensers
    - Drainable items now change their weight depending on how full they are
    - Updated credits
    - Added bracelets, watches, dogtags etc to zombies. NOTE: OLD WATCHES ARE DEPRECATED. YOU WILL HAVE TO FIND NEW WATCHES.
    - Added SetMeleeDelay animation event that can be used to set the delay between attacks. This is basically the same as RecoilDelay which is used to set the delay between firearm shots.

    - New thing for recipes.txt: 
        Normally a recipe source contains a list of hard-coded item types. 
        This doesn't work well with all the new clothing items. 
        Now a recipe source of the form "[function]" specifies the name of a Lua function that will be called to get a list of items that can be used as a source item. 
        See DismantleDigitalWatch_GetItemTypes() in recipecode.lua for an example.

    - Added context-menu tooltips showing the percent full of water-containing items when taking or transferring water.
     
    - Added IsoRoofFixer.java to prevent falling through roofs not placed by the mapping tools
        - can attempt to fix roofs for falling player per tile or on a per room space below basis, defaults to latter
        - locations are stored in meta data save so it doesnt attempt to fix it twice when player removes these floors (per room mode only).
        - optionally can place floors that match the roof style, or invisible floors
     
    - Added some more system specs printing in console logs
    - Display item icons in the "Items List" debug ui.
      
     
    CONTEXT MENUS AND HOT BAR TIDY UP
     
    - Added an optional way of interacting with context menus. 
        - Instead of displaying child menus to the left or right of the parent menu, the parent menu is hidden and the child menu is displayed in place of the parent menu. An extra menu option is added at the top of a child menu to go back to the parent menu. This behavior can be enable or disabled for each splitscreen player in the  Accessibility options. This works well with a controller. Mouse users may or may not prefer this method.

    - Attached items (i.e. hotbar items) may emit light, not just items held in the player's hands. Currently the game does not have any light-emitting items that can go in the hotbar, but this could be used to equip a chest-mounted or head-mounted light.
    - The "Equip/Turn On/Off Light Source" key will toggle a light-emitting item in the hotbar if present, instead of equipping the item in the player's hand.
    - Pressing a keyboard shortcut for a hotbar slot will activate or deactivate an item instead of equipping it, if possible.
    - A hotbar slot is highlighted red if a dragged item cannot be equipped in that slot.
    - Non-weapon items may be dragged to the hotbar.  Non-weapon items could already be added to the hotbar using context menus and radial menus.
    - The left d-pad radial menu (which previously only showed equippable weapons) now also displays the best light-emitting item in the player's inventory.  This can be used to equip and toggle a flashlight when using a controller.
    - Added an animation to context menus when displaying them with the "Single Context Menu" option when using a mouse.  There was already an animation when using a controller.
    - Prefer to display tooltips to the right or left of context menus instead of on top of them.
    - When using the "Single Context Menu" option with the mouse, short submenus are positioned under the mouse instead
     of at the parent's position.
    - Allow items to be dragged to the primary and secondary slot icons to equip them. Dragging two-handed items between the two icons equips the item in both hands.
    - Display all known seed types in the farming context menu, so mods don't need to override ISFarmingMenu.lua.
    - Display the type of container selected in the loot window. This was already done for bags, but will now also show icons for clothing driers, washers etc.
    - Added a radial-menu option to smash a vehicle window when outside the vehicle. This option was already available in the right-click context menu.
    - Added "Toggle Models Enabled" keybind, F3 by default, so people can change the key that hides/shows models in debug mode.
    - Added "Toggle Animation Text" keybind, F6 by default, so people can change the key that hides/shows animation-related text in debug mode.
    - New "Wear" submenu for garments that can be worn in different ways: Baseball cap, Poncho, Fanny Pack, Hoodie etc.
    - Changed the On/Off button in the Set Alarm dialog to a checkbox.
    - Added an option to toggle aim on and off by tapping the Aim key. Holding the Aim key for more than 1/2 a second aims without forcing aim on, so aiming stops when the Aim key is released. Running will turn off forced aim.
    - The "Attach" menu for attaching items to the hotbar adds "(Replace XYZ)" if the item will replace an existing item,
     when clicking on an item in the inventory window.
    - The vehicle radial-menu option to lock and unlock doors also locks and unlocks the trunk when using a controller.
     Players using the mouse can already do this by clicking the trunk icon in the vehicle dashboard.
    - The Attach menu options show the item to be replaced in a tooltip instead of the option name, to match the Wear menu
    - Added tooltips to the Eat submenu to show how much hunger/thirst/unhappiness will be changed, as well as displaying a warning about uncooked food and food that is better hot or cold.
    - Added "Cooked in microwave" warning to Eat submenu tooltips.
    - Don't wrap long lines in wear-item tooltips (the ones that display the bite/scratch bonuses)

     
    TUTORIAL
    - Added code for Turbo's new objective markers
    - Added homing marker objective marker
    - Added improved item highlights
    - Improved Spiffo tutorial window placement
    - Added (incomplete) work on controllers with tutorial 
    - Added zombie alert when player opens curtain to see feeding brothers
     
    CORPSES AND GENERATORS TIDY-UP
    - Filling a grave is now a separate action from burying the 5th corpse. It still happens automatically after burying the 5th corpse.
    - Burying a corpse no longer plays a shoveling animation. This was broken since the shovel couldn't be equipped while the corpse was still in the player's hands, so the shovel might appear in the player's hands and on their back.
    - When equipping an item in the hands, corpses and generators are dropped first in a separate action. Dropping a corpse or generator used to happen instantly as soon as the item was equipped.
    - Items in the hands are unequipped in a separate action before picking up a corpse or generator. This looks better when the equipped items are in the hotbar.
    - Right-clicking on an equipped corpse or generator says "Drop" instead of "Unequip".
    - Fixed "Grab One / Grab Half / Grab All" being displayed for stacks of corpses in a container.
     
    CAMPFIRE AND FIREPLACE TIDY UP
    - Charcoal may be used as fuel in campfires and fireplaces.
    - Each use of charcoal adds 30 minutes of fuel to a bbq/campfire/fireplace, instead of using the entire bag.
    - Charcoal barbeques can use the same fuel and starting methods as campfires and fireplaces.
    - Only clothing with FabricType defined (stuff that can be torn) can be used as fuel in a bbq/campfire/fireplace.
    - New "Add Fuel" and "Light Fire" tooltips show the amount of burn time for each item.
    - Stopped rain reducing campfire fuel twice as fast, as it looked like a bug.
     

    MODDING AND COMMUNITY TRANSLATION
     
    - Added a fix/function for radio modding, to allow for timing sensitive stuff like voice-over mods.
    - lines in WordZed can now be prefixed with "${t:xx.xxx}" where x is the amount of seconds. This will override the standard line triggering limitations in the radio system and use the supplied amount seconds before moving to the next line.
     
    - Removed the hard-coded list of languages so mods can add new languages.
        Languages are loaded by looking in the media/lua/shared/Translate folder for the game and any active mods.
        In each language folder, a new file called language.txt specifies the name and character encoding.
        The old "Language" enum is now a class.  This shouldn't break mods (unless they were calling an unimplemented method).
     
    - media/lua/shared/Translate/XX/language.txt files may have a line "base = YY," where YY is the name of another language to use for missing translations, before using the default language EN.
        - For example, a mod that wants to override some French translations could use this language.txt file:
        VERSION = 1,
        text = French Mod,
        charset = Cp1252,
        base = FR,
        
    - Added map description.txt and title.txt translation files to the media/lua/shared/Translate/EN/<MAP>/ folders. These are now read for the English language so they can be overridden by mods.
    - Fixed untranslatable text "Delete 'preset'?" in the sandbox options ui.
     

    BALANCE
     
    - Tooltips for freezing or thawing food displays freezing time.
    - Cooking time is no longer displayed for frozen food (because it can't be cooked).
    - Added a recipe for emptying a Griddle Pan.
    - Changed Empty Paint Bucket to store water.
    - Only digital watches show the date in the time display.
     

    ANIMS

    - Enabled EarlyTransitionOut for 1HDefault and SpearDefault.
    - adjusted the female bash mesh to look a bit more natural
    - tweaked hand positions of 2h strafe left and right
    - added style option to Rachel hairstyle and tweaked some other style options.
    - added masks to eating actions to improve blend between upper and lower body
    - adjusted Bob/Bob_StrafeAimSpear_Right.X and Bob/Bob_WalkBwdAim2H_Heavy.X as weapon was not anchored in hand
    - adjusted 2H_heavy attacks to end in correct pose
    - Fixed a bone-reparenting issue that caused weapons to slide around in the hands, most noticeably when fast-forwarding.
    - Declared IsoLivingCharacter.bareHands 'final', and fixed duplicate allocation.
    - Reduced MinRange for various stabbing weapons to 0.61, which is the same as other stabbing weapons. Now that attacks take the zombie's head position into account, and the head is usually closer to the player
     than the body, MinRange doesn't need to be so large. The ranges can be viewed by enabling the Character.Debug.Render.AimCone debug option.
    - Fixed stabbing weapons without CloseKillMove defined getting jaw-stab attacks.
    - Fixed the shove animation restarting when the player starts or stops moving.
    - Fixed the player hitting vehicles they aren't facing.
    - Fixed the player's bit-while-sitting animation looping forever.
    - Removed duplicate transition in zombie/walktoward/transitions.xml
    - Updated transitions and anim variable sets and conditions to work with EarlyTransitionOut
        - All transitions are now listening to ActiveAnimFinishing instead of ActiveAnimLooped.
            - Using <m_time>Start<m_time> instead of <m_timePc>0</m_timePc>
            - Using <m_time>End<m_time> instead of <m_timePc>1</m_timePc>
        - This allows us to fire the event at the point of EarlyOut instead of at the very end.
        - Prevents infinite loops caused by waiting for an event at 100% that never comes.
         - This should work just fine with all existing anim states, while fixing all infinite loops.
        - To enable an EarlyTransitionOut for a node, simply add <m_EarlyTransitionOut>true</m_EarlyTransitionOut>
     
     
    MAP UPDATES
     
    - Fixed lack of generators in Kingsmouth and added new 'Hangar' room def
    - Fixed non-cutaway wall on Studio
    - General improvements to both challenge maps
     
     
    FIXES
    - The player will ignore zombies standing on the other side of a fence if there is a prone zombie on the near side of the fence.
    - The player may target the head, waist or feet of prone zombies, instead of only the head. Targeting the head still does the most damage.

    - Fixed weapons having an extra 0.5 range. 
        - This extra range was only supposed to be used before an attack starts, to see if a prone zombie or lunging zombie should be hit.
        - This shouldn't affect weapon ranges though, because now the position of the  head of standing zombies is checked, and it tends to be 0.5 units ahead of the body when a zombie is lunging.
        - In theory, this will increase the range from 0.5 to 1.0 when choosing to attack a standing zombie instead of a nearer prone one, +0.5 for the head relative to the body, and +0.5 for the "extra lunge range".

    - Fixed being unable to equip a corpse or generator from a container if the player was carrying too much. This prevented the player grabbing a generator from a vehicle, for example.  It had to be dropped onto the ground first. The player was always able to equip a corpse or generator from the ground regardless of weight.
    - Fixed a lua error using the farming context menu to plant seeds without waiting for the previous action to complete.
    - Fixed chance of success and chance of damage sometimes being less than 0 or greater than 100 when installing or uninstalling vehicle parts.
    - Fixed cutaway fences looking jagged at the bottom
    - Fixed all of fences not cutting away
    - Fixed Bite/Scratch protection from Tailoring and TV shows XP gain producing floating values
    - Fixed situations in which Rip Sheets should be called Rip Clothing
    - Fixed interrupted 'Pour tainted water' into an empty container action resulting in drinkable water
    - Fixed Butchered caught animals not showing some weight and calories variation
    - Fixed many clothing items that couldn't be ripped
    - Fixed freezing and thawing times of food increasing as day length increases. I set the times to approximately match the existing durations at the default 30-minute day:
     Freezing:- 4 hours. Thawing: 15 minutes in an oven, 1.5 hours at room temperature, 3.0 hours in a fridge.
    - Fixed the radial menu used to switch the furniture-moving mode not working.
    - Fixed unnecessary counting of options in ISContextMenu.lua.
    - Fixed lua error in ISMoveableInfoWindow caused by empty overlay sprites on furniture. Could add a "none" sprite to the overlay editor.
    - Fixed the player's model lighting changing sometimes after equipping or unequipping items
    - Fixed the UI flickering sometimes when offscreen rendering is enabled.
    - Fixed languages not loading on Linux and MacOS.
    - Fixed the appearance of the mods ui when there are no mods.
    - Fixed carpentry materials not being removed from the player's hands after crafting.
    - Fixed the OnTickEvenPaused event not being triggered when the game was paused. It was checking GameLoadingState.bDone=true, but that is set to false when loading finishes.
    - Fixed the container buttons in the loot window not being updated after picking up or placing furniture.
    - Fixed floating run animation after the player gets up after running into a zombie.
    - Fixed corpses and zombies on the ground not having shadows.
    - Fixed actions using the amount of puddle water on river/pool squares.
    - Fixed the clock not being displayed with the new worn watches.
    - Fixed the list of lights touching a square not getting cleared when moving to an area without lights.
    - Fixed CurrentCell.roomLights.contains(i) instead of contains(roomLight).
    - Fixed shadows going haywire on fast-forward.
    - Fixed being able to take dirt from a square with a farm plant on it.
    - Fixed being able to dig a furrow on an existing one.  There is already a "Remove" option.
    - Fixed being able to place dirt/gravel/sand on a farm plant.
    - Fixed leg-twitch while attacking with 2H weapons. The turning state did not have a way of exiting while an attack was happening.
    - Fixed zombies failing to climb over fences or through windows sometimes.
    - Fixed Disassemble context-menu action equipping a welding mask in the hand instead of wearing it.
    - Fixed zombies sometimes walking slowly into walls when they are approaching the player.
    - Fixed zombie-crawler/hitreaction/Default.xml animation being looped.
    - Fixed missing "Campfire Info" option when clicking a campfire behind a carpentry wall.
    - Fixed not being able to start bandaging wounds while moving, even though moving is allowed after starting.
    - Fixed the inventory-window and loot-window selections changing as timed actions removed items.
    - Possibly fixed multiple zombies getting jaw-stabbed by a single attack.
    - Fixed the Wear submenu not showing bite and scratch defense bonuses. The Wear tooltip shows which items will be replaced, instead of the context-menu text being "Replace X with Y". This was done because sometimes several items are replaced, such as when putting on a Spiffo Suit.
    - Fixed duplicating fanny packs and other items.
    - Possibly fixed the player attacking after finishing the stagger-back animation. Needs feedback.
    - Fixed bite and scratch defense always being green in the Wear tooltip.
    - The Wear tooltip shows the item-to-be-worn's bite and scratch defense as well as the +/- change, the same way item tooltips do.  "Bite Defense: 0 (-10)" for example.
    - Fixed the "Render Rain When Indoors" option not being changeable.
    - Fixed "Dismantle Digital Watch" recipe not working with new watches.
    - Added back "Craft Sheet Rope", "Rip Clothing", and "Rip Sheets" recipes.
    - Fixed available recipes not being sorted to the top of the recipe list when the "Filter All" checkbox is checked.
    - Changed some usages of Stack to ArrayList. Stack is synchronized which is a bit slower.
    - Declared some fields and classes 'final'.
    - Removed HandWeapon.directional
    - Fixed some lambda-related gc
    - Fixed the broken appearance of wrist-watch models caused by masks.
    - Fixed text overlap in the Disassemble context-menu tooltips when using larger tooltip fonts.
    - Fixed tutorial lua error when not using a controller.
    - Stop creating a new inventory-window tooltip every time a tooltip is displayed, just reuse the existing one.
    - Fixed the display of rotten-food hunger values in evolved recipe tooltips (too many numbers after the decimal point).
    - Fixed inventory-window tooltips not being hidden when context menus are visible, when using the "Single Context Menu" option.
    - Fixed lua error with context menus when not using the "Single Context Menu" option
    - Fixed zombies crawling over furniture jumping upright when hit by the player.
    - Fixed lua error right-clicking on items in the hotbar while the game is paused. Hotbar context menus are no longer displayed when the game is paused.
    - Reuse ISContextMenu objects instead of creating new ones each time
    - Fixed "... and 0 more" text in recipe tooltips when exactly 10 source items are possible
    - Hide "Condition" in jewelry tooltips (any item with Cosmetic=TRUE).
    - fixed bug in RichText Panel and Layout where drawTextLeft was called.
    - Fixed "Rip Clothing" recipe not producing dirty strips from dirty clothes.
    - Fixed not reusomh context-menu tooltips instead of creating new ones each time. The carpentry and metalwork menus together created 60+ tooltips.
    - Possibly fixed the "Game Paused" message not being rendered after quitting to the main menu.

    - Fixed some issues with the zombie climb-over-fence crawling attack.
        - The zombie's movement was restricted.
        - The angle to crawl wasn't always calculated correctly.
        - The test for the attack hitting wasn't quite right.
        - The player's immunity to these attacks didn't handle different framerates (IsoGameCharacter.lungeFallTimer).

    - Fixed item.RequireInHandOrInventory being treated as DisplayName in ISInventoryPaneContextMenu.doEatOption() instead of an item type.
    - Fixed DisplayName for Necklace_Choker_Amber and Necklace_Choker_Diamond.
    - Fixed "Medium Silver Looped Earrings" being named "Gold".
    - Rebuilt UI2.pack to add a few missing item icons, and the blood/hole/patch textures shown in the inspect-clothing ui.
    - Fixed the Metalwork menu tooltips using the old DisplayName translations.

    - Fixed Lua errors when adding fuel to a barbeque/campfire/fireplace from a stack of items before the previous action completes.
        This is an old issue where the same item is used by multiple actions in the action queue. After the first action completes, the item is no longer available for use by subsequent actions. This type of issue can be avoided by using the new ISContextMenu.addActionsOption() which adds a placeholder action to the timed-action queue. When the placeholder action starts, it calls a function to add the actual actions to the queue.
        The new actions are inserted into the queue immediately after the placeholder action.  The function that is called can find available items of the proper type, so the items to use are determined when the action starts, instead of when the context menu is first displayed.

    - Stop invisible-player attacks creating noise which attracts zombies.
    - Fixed grass/vegetation showing over interior walls when wind makes them sway

    - Fixed traps exploit by placing window frames near them making them indestructable.
        - traps can no longer be placed near windowframes/hoppables
        - if a windowframe is constructed near the trap after placing the trap first, the trap will consume bait but never catch anything

    - Fixed fossoil sign infinite pick up / acting as lightswitch. This will be fixed for new worlds, however existing worlds will have the problem remaining due to saved data
    - Fixed unnecessarily creating copies of clothing model textures that don't have blood, dirt or holes. This mostly includes bags, hats, jewelry and watches
    - Fixed the "zombie surprised player" sound not playing. This broke when we started spawning zombies in houses before the player entered the house. They used to spawn as soon as the player opened the door to a room.
    - Fixed text width of "Hair" and "Beard" translations in the character-info ui not being taken into account when aligning text.
     
     
  11. Like
    Caturday got a reaction from trombonaught in IWBUMS 41.34 RELEASED   
    Jesus christ thanks for FL/torch changes, you are the best.
  12. Like
    Caturday got a reaction from Geras in IWBUMS 41.34 RELEASED   
    Jesus christ thanks for FL/torch changes, you are the best.
  13. Like
    Caturday got a reaction from NagashUD in IWBUMS 41.34 RELEASED   
    Jesus christ thanks for FL/torch changes, you are the best.
  14. Like
    Caturday reacted to lemmy101 in IWBUMS 41.34 RELEASED   
    41.34 Changelist
     
    NEW
     
    Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
    Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
    Added visible wounds on character (not done the lower body parts yet).
    Can now remove visible blood from health panel debug menu.
    Added new vehicle stories
    Added fuel timer to campfires and other fuel items
    Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
    Added ability to use bandana as a mask
    Removed long press of E to remove keys from car's ignition.
    Added ability to hold umbrella
    Added ability to hold a torch/flashlight in your hand
    Added Garden Saw.
    Added a Loot Generator UI in debug context menu to track loot spawns better
     
    Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed.
    - The controller X button toggles vehicle cruise control on/off.
    - Holding the controller X button and pressing D-pad up/down changes cruise-control speed.
     
    Stealth improvements:
     
    Increased range for jawstab of some knives.
    Player will raise their left hand if close enough to jaw stab.
    Added jawstab from behind (player & zombie).
     
    Hair dyes:
     
    Added hair dye (regular color will be found in bathroom, some others in a hair salon).
    You can dye your hair & beard separately , just right click the hair dye bottle.
    Added "Font Size" Display option.
    Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.
     
    BALANCE
     
    Tweaked junk and clutter loot (increased them, added new loots in there)
    Increased painkillers active time.
    Lowered flashlight weight from 2 to 1.
    Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
    Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
    Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
    Battery now weight 0.1 instead of 0.6.
    Increased torch/battery spawn rate.
     
    FIX
     
    - Fixed day/night active zombies sometimes sprinting when they should be inactive.
    - Fixed zombie spawn in large structures like the mall
    - Fixed Bare Hands counting as a favorite weapon in non-English languages.
    - Fixed mannequin rendering bug (related to the weather fx mask).
    - Fixed spawn buildings being randomized.
    - Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
    - Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
    - Fixed being able to turn during fall down anim.
    - Fixed zombie auto turning toward player when close killed.
    - Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
    - Fixed fishing with the fishing net trap not giving experience in fishing skill.
    - Fixed leaving Winter is Coming game resetting the Winter timer
    - Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
    - Fixed occupational outfits spawning on mannequins
    - Fixed Scrap Metal not being used when building fences
    - Fixed problem with masking female character's hair.
    - Fixed multi hit sandbox option being turned on for challenges.
    - Fixed models with capital I not loading when using the Turkish locale.
    - Fixed player not finishing turning around before climbing through a window that is behind him/her.
    - Fixed missing BreakSound on some weapons.
  15. Like
    Caturday reacted to Richard T. Fry in IWBUMS 41.32 released!   
    Noooo.  I enjoyed the fact that bodies stayed in game.  It gave it a sense of realism I didn't get from other games.  Disappearing items/corpses seems like an arcade game.

    Where do I turn this 'feature' off?  

    I have a pile of zombie corpses I don't want disappearing.  Changing into bones is fine.  9 days is way to short.  It should stop at bones, not disappear.

    Driving by the pile of corpses gives my game a sense of living in a dangerous world.  The files buzzing about.

    -Richard

  16. Like
    Caturday reacted to Geras in Car storage capacity rebalance   
    I think car storage space need a little rebalance.
     
    As of now Ambulance is the best car in the game as far as storage space is concerned:
     
    - 6 seats - 150 space (big seats) + driver
    - 90 space in trunk
    - plenty of engine power as a bonus
     
    It makes little sense for an Ambulance to be the best in this regard.
     
    As a rule of thumb heavy duty cars should have large trunks for them to have better storage capacity, as well as convenience of filling just the trunk, and not all the seats, compared to normal cars, but normal cars can be quieter still + have better fuel economy and better acceleration as a bonus.
     
      Car model Proposed trunk storage Seats storage (big seats) Total Notes Chevalier Step Van 220 30 250 Less torque and acceleration + worse fuel economy + more noise than Franklin Valuline (2 seater). Franklin Valuline (2 seater) 170 30 200 More torque and acceleration + better fuel economy than Chevalier Step Van. Dash Bulldriver 150 30 180 More convenient than Franklin Valuline (6 seater), as you only need to fill trunk + seat, instead of trunk + 5 seats. Franklin Valuline (6 seater) 30 150 180   Ambulance 80 90 170 Changed to 4 seats total instead of 6. Chevalier D6 140 30 170   Franklin All-Terrain 70 90 160 Much more power and torque compared to Cerise Wagon + good offroad performance. Chevalier Cerise Wagon 70 90 160   Chevalier Nyala 50 90 140   Chevalier Primani 50 90 140 More power, torque and acceleration compared to Chevalier Nyala. Dash Elite 45 90 135 More power, torque and acceleration compared to Chevalier Nyala and Chevalier Primani. Quieter than Chevalier Primani Masterson Horizon 45 90 135   Mercia Lang 4000 40 90 130 More power, torque and acceleration compared to Chevalier Nyala, Chevalier Primani, and Dash Elite. Quieter than Chevalier Primani and Dash Elite. Added 2 more seats. Chevalier Dart 40 90 130   Chevalier Cossette 60 30 90 Most powerful and quietest of all performance cars.  
    EDIT: Forgot about Dash Rancher. It can stay the same but add 2 more seats.
     
  17. Like
    Caturday reacted to EnigmaGrey in Make thread less scarce. (tailoring, sewing)   
    We’ve planned on making thread obtainable from clothing for a while now, don’t worry.
  18. Like
    Caturday reacted to nasKo in IWBUMS 41.31 RELEASED   
    ANIMS
    - adjusted blend in and outs for strafing and some melee states (fix for weird looking hitting animation like the rolling pin)
     
    MODDING
    - added radio OnDeviceText passes the parent (IsoObject,Item,VehiclePart) for modding purposes
     
    FIXES
    - Increased damage done to fences.
    - Fixed zombies shoving you when dead.
    - Fixed zombies shoving after you hit them.
    - Fixed zombies hitting through walls.
    - Fixed frames where zombie was considered not "on floor" during a fence or windows lunge attack
    - Fixed zombies being able to attack you at different Z level when doing a windows/fence lunge.
    - Fixed lack of zombies in prisoner outfits at the prison.
    - Fixed (again) blob corpses.
    - Fixed carpentry not consuming materials.
    - Fixed short wooden carpentry fences not being destroyable by vehicles and zombies.
    - Fixed jail-cell walls blocking vision.
    - Fixed null pointer bodydamage catchacolddelta
    - Fixed multithreading bug with physics debug rendering.
    - Fixed toxic buildings throwing exceptions when zombies are inside.
    - Fixed vehicles running in building making them toxic until it's polished up again
  19. Like
    Caturday reacted to lemmy101 in IWBUMS 41.30 Released   
    NEW
     
    - Spiffo's Secret Special Sauce. CONTENT REDACTED.
    Zoom improvements:
    - Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures.
    - Fixes to non-diamond floor sprites' tile seams.
    - Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out.
    - Cleanup of sprite shapers.
    - Added WallOverlay property to some trailer sprites to fix seams (not completely fixed).
    - Added is-floor property to two flat trailer-roof tiles to fix seams and lighting.
    - Fixed missing flags on a couple of floor tiles to fix seams and lighting.
    - Revised Iso sprite padding to reduce overlap and minimize seams.
    - Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion.
    - When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look.
    - When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts
    - When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering.
    - Fixed edge-tile seam artefacts on shorelines.
    Cutaway improvements:
    - Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0.
    - Timer now stops cutaways and other visibility/hiding effects flickering
    - East walls from character on Z=1 levels now work correctly
    Polished animations when working on vehicles:
    - Fixed character angle snapping when opening the hood.
    - Play an animation before the mechanics window shows (while examining the vehicle).
    - Play animations when adding/removing gas. Display the gas can model in the player's hand when using one.
    - Play animations when installing/uninstalling parts.
    - Increased the time to install/uninstall tires.
    - Ensure the player is facing the vehicle before smashing a window.
    Temperature system improvements
    - changed room temperatures to be more accomodating until heating/cooling devices are introduced
    - fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain
    - reinstated food consumption for combatting teh cold, but decreased impact severely
    - toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating
    - changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes.
    - changed core celcius recovery faster when trend is moving towards setpoint
    - changed bodywetness having a slightly stronger impact on heat gain/loss
    - changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low
    - reworked and finetuned some parts of thermoregulator
    - removed hunger effect of Thermoregulator in favor or increased calories intake.
    Vehicle/Player DB
    - Players are now saved separately from vehicles.
    - Players are saved in a file called players.db. Vehicles are still saved in vehicles.db.
    - The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed.
    - Added a cursor to choose squares to remove blood from.
    - Multi stage build now show a plank in player's hand when building.
    - Added pouring water with watering can (for farming eg).
    - Take fuel from gas pump now use an animation.
    - added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings
    - Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall.
    - Added sewing kit texture.
    - Smashed bottle is now a stab weapon, won't do damage to door or trees anymore.
    - Sync the sound and action of racking a rifle with the animation better.
    - Added a note in a gun's tooltip when it requires racking to chamber a round.
    - Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles.
    - Changed the "wash yourself" animation.
    - Now possible to recover and repair a weapon used in Spear creation
    - Increased chance to hit ranged weapon when zombies are really close.
    - Sprinter zed attacks now slow the player down.
    - The controller B button toggles sprinting on and off.
    - Increased time to heal some wounds.
    - added ability to remove grass and wind effect that appears on street cracks
    - added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ)
    - added DeviceData getEmitter for modder purposes
     
    BALANCE
     
    - Increased spawning of cigarettes on zombies.
    - Zombies can now spawn lighter, matches & digital watches.
    - Increased various metal working related items spawning rate.
    - Increased mouse trap, gardening spray spawning rate.
    - Chainlink fences are dismantlable, giving MetalBar and Wire items.
     
    FIXES
     
    - Fixed sprinter zombies running through the player.
    - Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice
    - Fixed the clothing dryer being plumb-able (removed waterPiped property).
    - Fixed race condition leading to an exception when starting up the game.
    - Fixed pistol spawning without a magazine in the last stand challenges.
    - Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level.
    - Fixed fishing line always breaking when catching something.
    - Fixed foraging action not auto-repeating if nothing had ever been found in that area.
    - Fixed which animation plays when taking dirt/gravel/sand with a Trowel.
    - Fixed bottom-right quarter of the screen not being painted black with three coop players.
    - Fixed broken spear remaining in the secondary hand after it breaks while fishing.
    - Fixed some "require xyz failed" error messages.
    - Fixed water-related rendering exception.
    - Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall.
    - Fixed lighting on floor blood splatters again.
    - Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping.
    - Fixed the forage animation only affecting upper-body bones.
    - Fixed AxeMan trait not affecting animation speed when fighting or chopping trees.
    - Fixed saw logs not defering lower bones.
    - Fixed grab items (right click on item -> grab) not using any animation.
    - Fixed lua exception when a zombie's clothing is destroyed by a player's attack.
    - Fixed vehicle headlights starting too far in front of the vehicle.
    - Fixed overlapping text in the inspect-garment ui.
    - Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles.
    - Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle).
    - Fixed players climbing through windows over obstacles and then onto water.
    - Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes.
    - Fixed the Riverside hotel swimming pool having sand around the edges.
    - Fixed missing ParkingStall zones in cell 33,36.
    - Fixed some TownZone not being Nav zone in cell 33,36.
    - Fixed (again) player getting stuck aiming after their weapon breaks.
    - Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame.
    - Fixed a bit of lambda-related garbage creation in StateMachine.
    - Fixed not being able to 'clean' dirty bandages/rags with contaminated water
    - Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h
    - Fixed clothes instantly becoming "slightly dirty" after just being washed
    - Fixed some walls & cars giving you 0% bonus when sneaking behind them.
    - Fixed ClimbThroughWindowState bug with zombies.
    - Fixed molotovs disappearing if the attack is cancelled.
    - Fixed exception when climbing over a fence with fire nearby.
    - Fixed players catching on fire when inside a vehicle.
    - Fixed not being able to rack a gun with a magazine if no round is chambered already.
    - Fixed not being able to repeat-fire rifles from vehicles.
    - Fixed racking handgun/revolver/shotgun (added rackBullet event)
    - Fixed random corpses always facing the same direction.
    - Fixed some story-based corpses clipping with furniture.
    - Fixed see-through floors blocking vision to other levels.
    - Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33).
    - Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons,
    as could already be done using the E key.
    - Fixed overlapping debug text in the health panel.
    - Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33.
    - Fixed VehicleType static tables not being recreated after reloading lua files.
    - fixed automated broadcast generating frequencies that werent being able to be tuned in manually
    - Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories)
    - Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side.
    - Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound.
    - Fixed mannequins facing the wrong way.
    - The application's main thread is now the RenderThread. Previously, the render thread and game thread were started
    and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already
    made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread,
    so I'm not sure why that hasn't been a problem before.
    - Create texture mipmap data on the asset-loading threads instead of on the render thread.
    - Tried to reduce the long delay after clicking "Click to continue" the first time.
  20. Like
    Caturday got a reaction from Nebula in Flashlighs   
    Pleae for the love of the god make flashlighs weight less and have longer battery duration.
    ATM most people chose cats eyes because night is not playable literally - players do not have proper light source due to crazy flashlight/battery weight and low duration.
    Would be nice to play in deep night with some reliable source of light you can always carry with you.
  21. Like
    Caturday reacted to bartekrz65 in Obese > overweight   
    I usually play as a low fitness character and i was curious how body weight and fitness skill affects time you can jog. I did some tests in debug mode and is seems that overweight makes you loose endurance 2x faster (not exactly), while obese only affects your fitness skill (as you can see in description and even on old wiki page), so character with out of shape + overweight (3 fitness + 90kg) looses endurance faster than obese (3 fitness + 105kg), in fact obese doesn't change anything other than starting fitness. Character with normal weight and fitness lvl 0,5,10 will do the same as obese character with corresponding fitness lvl. For the bonus underweight and very underweight doesn't affect your fitness either besides starting fitness skill. All tests based on jogging only.
  22. Like
    Caturday got a reaction from Geras in IWBUMS 41.29 RELEASED   
    God bless thank you.
     
    Fk sapplings!
  23. Like
    Caturday got a reaction from crossed in IWBUMS 41.29 RELEASED   
    God bless thank you.
     
    Fk sapplings!
  24. Like
    Caturday reacted to EnigmaGrey in Zombie Migration   
    Yes? I can see the virtual zombie groups (hordes) move in debug.
     
    Not sure what the quoted bit is referring to. I think it’s meant to mean within one adjacent cell - as in to and from neighbouring cells until they reach their max population density.
     
    For the helicopter, it might just be too far. They have max follow distance for sounds as well, which you can change in options.
     
    I’ll give riverside a second look though.
  25. Like
    Caturday got a reaction from Geras in Zombie Migration   
    I believe he is talking about zombie migration within nearest cells (or one cell).
    I was surviving for 4 month in the middle of themap in a forest and havnt seen a single zombie comin
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