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d00de

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  1. Like
    d00de reacted to dannyisdude in Mentally Unstable Trait   
    What this could do is make it so sometimes (maybe a bit rarely) in multiplayer, the trait makes it look like someone is shooting at you. On their screen, they maybe just be walking or doing whatever, but on your screen it makes it look like they are shooting you. This would make mentally unstable people be problem for others as they may randomly attack you. Also, the trait could make you see zombies that aren't there. So occasionally, one or two fake zombies spawn for you which instantly disappear when you hit them once. This way other people will see you shoot/swing a weapon at the air, and might think something is wrong with you. This could also be an indicator for people who don't know you are mentally unstable. Another things it could do is make you randomly yell or talk. Rarely, your character will just yell for no reason, attracting nearby zombies. Or, instead, your character could just randomly talk sometimes, which would attract zombies in a smaller area than yelling. This would obviously be a negative trait that could really change up the game.
  2. Like
    d00de reacted to Marya Clare Predko Brown in TileZed Paint.net Palette   
    I was looking at Thuztors Mapping Guide on this forum and noticed in the pdf provided that he included 2 tables for color reference. He mentioned using paint.net and I thought to make things easier I would make a nice color palette that would consist of TileZed appropriate colors.
     

     
    Table in Zip:
     

     
    The zip includes both a palette file and a word document with a table to be used for reference as well as explain what each color is for. You can also check out the mapping guide I linked to above which I strongly suggest as it includes a lot of good tips on how to make a custom map.
     
    To access the palette in Paint.net, open paint.net, than look at color window on the top of the palette there will be two icons the icon on the right is of a folder with a color wheel inside it. If you hover over the icon it will say "manage color palettes." Click on the down arrow beside the color palette manager icon and select the option that opens the palette folder. In the folder, drag and drop the "TileZed.txt" file into it. Close the open folder menu and click the down arrow beside the palette manager again, an option for a "TileZed" palette should available:)
     
    TileZed paint.net palette/Table Guide: color reference.zip
  3. Like
    d00de reacted to Svarog in New Metalworking (spoiler) from RJ   
    It honestly looks like random wooden wall in grayscale with brightness increased a lot.

    I can't help it, I don't like the idea of metalworking at all the more I think about it. I just can't like it after all the games where I insert ore in furnace > get ingot > build metal stuff, is more durable than wood. Video games have completely ruined my perception of metalworking (Not to mention almost getting me to believe that a gold pickaxe is actually usable).

    I could get behind maybe finding/salvaging some metal from sledging a metal object and screwing it over a window/door to reinforce it but walls? I have enough suspension of disbelief problems with log walls that just stand there with no trench or support.

    I'm honestly "meh" about the whole concept and idea unless we seriously ditch even the skill magazines and make ALL of metalworking EXCLUSIVE to a profession.

    Edit: I do know they ditched ingots, I still dislike the idea of metalworking in PZ as it's being advertised.

    Edit 2: Could be that I'm seriously sick of this "gamey" progression of wood->metal->gold->whateverthefck, meteorite
  4. Like
    d00de reacted to EasyPickins in IWBUMS: Build 34.14   
    IWBUMS 34.14 released:
     
    Fixed changing lightbulbs not changing the color of the light. (Issue #79) Fixed 3D model lighting (flipped x axis). Fixed lightbulb color being lost after moving lamps. Server spawn buildings are never randomized, and any zombies in them are removed when a player joins. Barricades are allowed on both sides of a door/window.  For doors, barricades absorb all damage before the door takes any, to stop the door being destroyed before the barricades.  For windows, a barricade absorbs damage only when it is between the attacker and the window.  When removing a barricade, one plank at a time is removed. Allow rain barrels to be moved. Potential mod breakage: IsoThumpable.setMaxHealth() now only sets MaxHealth, it doesn't set Health as well. Moving carpentry objects preserves the original object's modData table. Fireplace: Fixed crash when lighting.  Fixed sprite size/position.  Fixed light radius in multiplayer. Rotten spices (such as mayonnaise) can't be added to a recipe unless cooking skill is high enough. (Issue #89) Allow digging farm plots with a shovel. The "Dig" context menu action now says "Dig With Hands" when the player doesn't have a shovel or trowel. (Issue #71) Alarm sound stops playing sooner after fast-forwarding. (Issue #50) Fixed most ??? and broken tiles in community maps that haven't been updated for the 2x tileset changes.  The 'sewer' tileset doesn't exist in 2x yet, it's used in many Bedford Falls garages so they still display ???.  These fixes should be applied when starting new games using community maps as well as loading old savefiles. Fixed inventory-menu tooltips not going away sometimes when using the controller. Added an in-game server settings editor.  This is basically the same as PZServerSettings, but is in-game so it can be translated.  It can be accessed by the new "Servers" button, which may go away once starting servers from the client is added. The Sandbox options screen was redesigned.  There were changes to how Sandbox and server options are implemented, to make it easier for the developers to add new options in the future.  Please report any weird bugs with Sandbox or server options that these changes may have caused. The zombies.ini files which held the advanced zombie options are no longer used.  Those settings are now regular Sandbox options. Fixed an exception when climbing through a wall-without-window. Fixed wall-without-window being blocked by furniture next to it. Fixed ISCoordConversion, broken by 2x changes.  This caused problems removing grass behind walls. Fixed fridge sound not coming back on when a generator is started.  Added freezer hum. (Issue #93) Split evolved recipes Pasta into PastaPan/PastaPot, Rice into RicePan/RicePot. Don't allow non-empty containers (i.e., Garbage Bags) to be used as carpentry materials. (Issue #97) Display the translated name of tools in the furniture-moving info window. Fixed Mayonnaise not adding calories/carbs/lipids/proteins to food when used as a spice. (Issue #92) Clear the action queue when a player dies.  This fixes an exception when the player dies transferring inventory items. Fixed campfire light radius not changing immediately after adding fuel.
  5. Like
    d00de reacted to EasyPickins in IWBUMS: Build 34.12   
    Backing up save is as always recommended.
     
    IWBUMS 34.11 released:
     
    Nutrition system - Food now has a more realistic nutritional content, and characters change over time based upon the quality of the food they eat.  Every items has now nutrition values such as fat, proteins, carbohydrates and calories. You gain lose/gain weight depending on your calories intakes, other nutritions values can affect your strength, your xp gain, your endurance, etc... Nutrition values are displayed on packaged items, a nutritionist trait has been added, he can see every nutrition values (free for fitness instructor) New C++ lighting system.  Runs a lot faster and doesn't get interrupted when the map scrolls. Freezers! Some fridge now have freezer, but foods in them to freeze it and it'll stay fresh much longer! Fixed trait tooltips not showing. Fixed an old multithreading bug with map loading that resulted in RecalcProperties exception. Fixed thunder sound volume (now tied to main game volume). Fixed Sandbox option screen being displayed when starting a new character from an existing world. Shift-E will open/close a door instead of any sheet hanging on it if the player moved recently. Thumpables (like crates) placed next to windows are no longer solid. Fixed handling of +connect arguments added by Steam. Sheets are added on whatever side of the window the player is on.
  6. Like
    d00de reacted to Faalagorn in Pop Dispenser machines should be refridgerators   
    Dispensers machine that serve drinks traditionally serve them cold. Following that logic they should function as a refrigerator (without freeze comparment in build 34)
  7. Like
    d00de reacted to spappo in Italian Translation   
    Buon giorno a tutti e vi ringrazio per cioè che fate a chi non mastica l inglese,cmq ragazzi scusatemi ma ho un problema,se vado sul link di steam esce scritto "per scaricare ti devi sottoscrivere" io mi sono sottoscritto ma adesso dove devo andare per scaricare il file?
     
    Grazie per la risposta e chiedo scusa per il disturbo!
  8. Like
    d00de reacted to RobertJohnson in RELEASED: IWBUMS 33.20   
    IWBUMS 33.20!
     
    You can now dig (plow lands for farming) with bare hands, but you can get hurt from it, and you can't do it with injured hands. Fixed exception adding and removing items to bags on the ground in multiplayer. Translation update: Turkish, Italian, French, Czech, Spanish, Polish, Simplified Chinese, German, Japanese, Russian Added Thai translation (thanks Artdekdok aka lamart!) A big thanks to all the translator! Updated Chinese fonts Fixed typos and general polish for in-game UI and tooltips
  9. Like
    d00de reacted to EasyPickins in The translation bug thread   
    @d00de  I found the problem with missing words.
  10. Like
    d00de reacted to EasyPickins in RELEASED: IWBUMS 33.20   
    33.15
    Fixed rendering of usernames and radio/tv text in coop. Added translations for paint symbols. Fixed tv on/off/volume/etc settings not always syncing in multiplayer. Fixed short fence doors blocking sight. Doors with glass/portals don't block sight unless barricaded 3+ times. Made hoppable fences/walls less transparent when standing behind them. Bags on the ground show in the loot window's list of containers. Play door lock/unlock sounds from the player's square, not the door's square, so they don't sound muffled when the player is behind the door. Stop the heartbeat sound after death. Added Mod ID and Map Folder to item descriptions when submitting them to the Workshop to make it easier for server admins to add them to their servers. Fixed endurance recovery ignoring FPS and game speed. Fixed (?) game window getting scaled by High DPI feature on Windows. Fixed exception reading map_meta.bin if the world changed size. Fixed floor-tile stacking when moving floor tiles in multiplayer (won't fix existing moved tiles). Fixed missing words in building-menu tooltips. Fixed carpentry doors fading out and being unclickable when viewed from behind. Fixed fireplaces not having 'fireplace' container type so they couldn't be used for cooking. Fixed outhouse door sprite not being a door. Fixed (?) light-switch packet spamming in multiplayer. Fixed an extra window object being created when a window breaks trying to pick it up in multiplayer. Fixed Unemployed profession only having one spawnpoint in Muldraugh. Added exception handling around randomized building code to stop server crashes. Fixed (?) RDSGunslinger exception. Print a console message on Linux about xrandr possibly being required (in case creating the display fails).  LWJGL uses xrandr to get a list of supported display modes. Fixed sandbox settings not being set to default for new sandbox and challenge games. Limit gunshots, screams and dog barks to at most 1 per day. 33.16
    Fixed attacking zombies through closed "see-through" doors. Fixed issues removing/placing windows.  Ropes can now be attached to window frames without windows. Fixed disappearing posters/flags/etc after moving them. Fixed the tutorial telling the user to hold SHIFT instead of whichever key is bound to "Run". Fixed Deaf trait using Hard of Hearing's tooltip description. Fixed generator sounds not working in multiplayer. Added "clothingstore" alias of "clothesstore" in SuburbsDistributions to fix non-clothes spawning on some clothing racks.
  11. Like
    d00de reacted to mads232 in Calling All Desura Fanboys - Action Required   
    I would've loved to be a Fanboy.. I only paid 5.99 back then. I wish I had more money back then, when you needed it. Being a kid without a job ain't easy
  12. Like
    d00de got a reaction from Body Builder in Italian Translation   
    Ciao a tutti,
    ho appena caricato la versione aggiornata alla build 32.16 della traduzione. Nella prossima settimana vedrò di sostituire tutte le parole con gli accenti con le lettere apostrofate (urgh...) per non vedere quei fastidiosi errori dati dalle lettere accentate stesse.
    Ovviamente, se qualcuno trova incongruenze, errori o quant'altro lo faccia sapere qui sul forum e provvederò al più presto a correggere!
    Pace
  13. Like
    d00de got a reaction from Body Builder in Italian Translation   
    La traduzione di rip sheets se non ricordo male l'ho corretta nell'ultima versione..prova a scaricare i file dal link nel primo post e sostituiscili con quelli che hai nella cartella steam di PZ.
     
     
    Grazie a te, mi fa molto piacere che venga apprezzata Ce la metto tutta per far si che venga tradotto bene questo capolavoro di gioco ^^
  14. Like
    d00de reacted to ChosunOne in Flashlights Suck   
    They ought to light up a small radius around your mouse.  That way you can actually see things you want to without just becoming giant spotlights.  Also, zombies should be attracted to that small glow, letting you use it for seeing or distracting zombies at night.
  15. Like
    d00de reacted to tosayu in Randomize traits options   
    My buddy and I were playing today and we realized we would really like it if there was a "randomize trait" option.  That way we could just click a button and it would give us a random profession and  random positive and negative traits that equal out.
     
    That way our characters have more of a personality; otherwise we are just optimizing them.  It would make investing in our character and their made up story in my head more interesting.
    Thanks,
  16. Like
    d00de reacted to edusaraiva in Be able to sit on ours chairs and sofas   
    I think it would be nice to be able to sit in ours chairs... sit to read a book... or maybe just sit to rest a little. I think its unlikely to read a whole book without sitting in a chair.
  17. Like
    d00de reacted to Gustav in Rain cleaning Blood   
    I think it would make sense if Rain cleaned Blood that was outside when it fell. It would finally make a way to clean Zombie Blood too.
  18. Like
    d00de reacted to Adapt in Official Translation Files   
    List of current untranslatable stuff in one post special for RJ 
    1) http://i.imgur.com/5zVTjTi.jpg ("Water" word)
    2) Some messages when connecting to server (Like that http://i.imgur.com/ci0Ezj1.jpg)
     
    Posted by other users:
    1) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=148068
    2) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147796
    3) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147890
     
    Localization bugs:
    1) http://i.imgur.com/eL9A0Dv.jpg (Missing space between word "Flashlight" and 0/1)
    2) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147954
  19. Like
    d00de reacted to RobertJohnson in RELEASED: Build 29.4   
    Slight update :
     
    [NEW STUFF]
    Building raw axe/hammer and log walls will require ripped sheets(bandages you got from rip clothing)/twines or rope. Stone hammer lose condition when you build things with it. Chopping trees can drop branches and/or twigs. Accuracy and reloading skills are now part of the sub skill : Ranged. Scavenging don't stop after finding 1 thing, it keep try to find more things untill it reach the end of the timed action. The items Bandages (the one you get from rip your clothing) is now call Ripped Sheets, still can act as bandage. [bUG FIX]
    No more tree chopping with a frying pan, baseball bat etc. Sometimes there were 2 trees on the same grid. [bALANCE]
    Decrease the spawn rate of paintings and farming seeds inside crates.
  20. Like
    d00de reacted to RobertJohnson in RELEASED: Build 29.4   
    HOW DO I GET THIS? http://theindiestone.com/forums/index.php/topic/4183-iwbms-the-i-will-backup-my-save-branch/
    Hotfix #4 released
     
  21. Like
    d00de reacted to RobertJohnson in The Trapping System   
    Hello everyone, with the build 27 the trapping is out ! So let me explain it quickly (post will be updated, but we're in a rush right there )
     
    PLEASE NOTE : Timed action aren't done yet, so every action relative to trap will be instant, this will be fixed soon, thanks.
    The trap system haven't really be tested during internal test phase, so expect bugs (sorry !)
     
    1) IT'S A TRAAAAAAP
     
    First, you need a trap, you can find Mouse trap in house or build one, with nails, plank, a saw.. Some advanced trap will require a better trapping and/or woodwork experience.
     
    2) IT'S A TRAAAAAAAAAP
     
    Once you have it, just right click somewhere in the world and select "place trap ->" then select the trap, drag the trap where you want and click to place it.
    Place it smartly though, you have more chance to catch a rat/mouse in town zone/trailer park, or rabbit in vegitation/forest, etc.
     
    Then you'll need a bait, any food can be used as bait, I setup a list of bait commonly used by animals, each bait is different and will work more or less well for each animal (SPOILER : carrots for rabbits )
     
    Animal won't be attracted by rotten food, so be sure your bait is still fresh !
     
    Don't put your trap in a heavy zombie infested zone too, animals avoid them.
     
    And that's it ! Well, now you need to often check your trap to be sure someone didn't stole your bait, that your bait is still fresh, or your trap isn't broken, or just that you got something !
     
    Please note that the animals aren't wandering in the world, they will just be catched dead
     
    3) IT'S A TRAAAAAAAAAAAAAAAP
     
    You have several animals, from rabbit to mouse, including birds...
    All come in different size, all trap are more or less effective for each animal (you won't catch a bird with a snare trap for example).
    When you see that your trap is close, right click on it and select "check trap", it'll give you the dead animal, you can then cut it with a knife and cook it (or use in several recipes)
  22. Like
    d00de reacted to Saranis in Dry Towels   
    One thing that has annoyed me is that a wet towel will never dry making the towels a one use item. This would be understandable if it were a paper towel, but dish towels and bath towels dry without much effort in real life. After searching for other mods that allow towels to dry and being unable to find any, I decided to put together one for myself. 
     
    What this mod does is it takes your 'Wet Bath Towel' or 'Wet Dish Towel' and dries it so you have a new functional 'Bath Towel' or 'Dish Towel' that can then be used to dry yourself off after getting caught in the rain. The importance of this is its possible to get sick when wet and the longer you wait to dry yourself off the more chance you have of contracting an illness.
     
     
     
    Changelog:
     
    v2. Ability to "Wring Wet Towels" into water containers (bottles, mugs, pots...) v1. Added ability to "Dry Towels" 
    Download Here
  23. Like
    d00de reacted to Ridickulo in Use this to make your translations easy!   
    [CURRENTLY UPDATED TO B29]
     
    I created these spreadsheets to make my translations easy and i think you guys might be able to use them too.
     
    Just add the translations for your own language, copy the finished column to your text file, and you are done!
     
    CONTEXTMENU
     
    FARMING
     
    IGUI
     
    ITEMS
     
    MOODLES
     
    RECIPES
     
    TOOLTIP
     
    UI
     
    I'll keep updating this with any new stuff that comes from Robert.
     
    [uPDATE: ITEMS link corrected]
    [uPDATE: Changed for build 28]
    [uPDATE: New column with previous build]
    [uPDATE: New compare builds column]
    [uPDATE: Removed invisible symbols from builds column]
     
    #DISCLAIMER# The language translations included are taken from the language threads on this forum and are authored by the individuals who posted them on such threads. The usage of this material any part or in whole are the sole responsability of those who use it, 
     
    [uPDATE]: I will not add language threads as they are too much work. I will, however, be glad to add any lang sheets that translators send to me.
     
    *WARNING* This material is completely free to use! Use it, abuse it, duplicate it, copy it, clone it, whatever. You don't even need to ask permission. Thanking credits would be nice but even then you don't really have to.
  24. Like
    d00de reacted to RobertJohnson in RELEASED Build 26   
    Hello kind fellows !
     
    [NEW STUFF]
    Online Multiplayer! 3D Models for characters! (Some very old systems may need to turn them off) NEW COOKING SYSTEM ! FISHING, YAY ! Tons of new items (mainly food), here's some example :Pickles BellPepper Mustard Peach CakeBatter ... New icons for some items. New stab weapon : the hunting knife ! You can know choose to split a pot of soup (or stew.. Woops, spoiler) in 2 or 4 bowl. Added a hunger reduction selection in recipe, for example now Butter;15 mean you gonna use 15 hunger reduction of the butter (and not all the butter). Change on food poisoning : Poison food will now have a poison power (bleach is more deadly than poison ivy, etc.) By drinking bleach (...) you'll feel pain pretty fast, with a slight health lose, then after 1-2h, sickness. After the sickness, you'll start to lose health, a full bottle of bleach will kill you. But if you have some food poisoning from a recipe, you can try to eat a lot, stay well fed and you can make it ! (and then reclaim vengeance on the chef who did that !) Added context-menu command to chop down trees. Sledgehammer will lose condition when used to destroy things. [MP] Password will now be hashed in the data base. A ton of other stuff we've forgotten. We'll make a more comprehensive changelist from 23->26 soon. [bALANCE]
    Changed the weight of some item :Frying Pan from 2 to 1. Pot of soup from 6 to 4. Food benefit will now stay a bit longer (more realistic !). Lowered the chance of finding a Spiffo (sorry ). [bUGFIX]
    Fixed the cabbage icon. Some fix in the crafted item sprite (sometime they bug when reload). Fixed the help text in admin command (if you misstyped something, now the help text will be correct). [MP] You can now use character ' in your username. [MP] Fixed zombie corpse with no item on them. [MP] Fixed safety toggle sometimes not synced. [MP] Even if DisplayUserName is off, you can now see the safety skull. Disable stencil buffer in 3D model FBO.  Added checkGLError() calls to get more info about what fails when creating FBOs. It seems Intel GPUs often don't support the combined depth/stencil images.  Set SandboxVars (Lua variable) from SandboxOptions after loading map_sand.bin. (Issue #000325) . There is a Lua function SandboxOptions.load() but it only loads some of the variables. Fixed fire issues. . When an IsoThumpable was destroyed by fire, it could still be interacted with. Print an error if there is no spawn-point table for the current map. Fixed female pants/skirt glitch when not wearing a top. Fixed RecipeManager bug calculating the age of created items. Fixed 3D animation glitch when weapon attack animation finishes. Fixed a big hitch when first seeing a large group of 3D zombies. . Borrow the OpenGL context from the RenderThread only one time when setting the zombie models. Fixed an old map-streaming bug. . It's possible to have a chunk scheduled to be saved/reused and loaded at the same time.  This can happen if you step over a chunk boundary and then back again quickly.  What was happening was the chunk woul... Make walking in GhostMode approx 1/2 slow as sprinting. . This is used in multiplayer.  Always moving at warp speed makes it hard for admins to walk along ledges etc. Reduced garbage creation and with 3D models.  Don't update model lights in the render thread. .  Change current animation after switching weapons while aiming. (Issue #000315) Fixed smash-a-window becoming open-a-window when initially in attack stance.  (Issue #000314) Added custom maps in multiplayer. . Since custom maps are handled through the modding system, mods are needed in multiplayer. In serverOptions.ini, "Mods" is a semicolon-separated list of mod id names.     Mods=BedfordFalls;AnotherMod;YetAn... Fixed IsoGridSquare.EnsureSurroundNotNull() not respecting the map bounds. Mods can load custom .pack and .tiles files. . In a mod's mod.info file: pack=NAME : means load media/texturepacks/NAME.pack tiledef=NAME NUMBER means load media/NAME.tiles There may be multiple pack= and tiledef= lines in each mod.info Walk next to a tent before sleeping in it. Fixes to ISBuildingObject. Added "Destroy Floors" command.  Only allowed at z > 0. . People wanted this to correct carpentry errors (and fight griefers who block stairs with floors). Fixed LastStand bugs. Fixed tents.  ISBuildingObject changes. . Tents use both front and back tiles and can face either direction. Increase the distance that Shift-clicking toggles curtains. Darkened localToBuilding lights a bit. Call GameClient.getCustomModData() when needed. Fixed RecalcAllWithNeighbours() not recalculating all the squares it needed to. . Stumbled upon this while doing the chop-down-tree action.  Added chop-down-tree timed action. . Fixed 'hours survived' getting reset in MP. Throw an exception when loading IsoWorldInventoryObjects when the item type is unknown (same as ItemContainer.load() does) Discard IsoWorldInventoryObjects that use obsolete item types. Fixed not being able to sprint N/S/W/E in GhostMode (Issue #000297) . If the amount of movement is > 1 in any direction then testCollideAdjacent() returns true. Fixed GhostMode not being set when admin joins a server.  Don't drawDebugChunkMap() unless Core.bDebug is set. (Issue #000296) ISDestroyStuffAction: sync the breakdoor sound with the sledgehammer swing animation.  Sync sound in MP too. Fixed ambient door/window lights "popping" when turning. Fixes to ISTakeWaterAction. Save the game after converting to a new world version. Redid the food-aging system. Don't print "timeout downloading zip" in console once the download has finished. Free 3D model slots before return-to-menu. . There seemed to be stale zombies and players in ModelManager.Contains. Display the weapon condition, cooking progress, and drainable-amount-remaining as progress bars. . Also moved the "Contains:" recipe line below the item name, and fixed images overlapping the Contains: label. Also fixed the InventoryPane co... Fixed AdjacentFreeTileFinder not handling diagonals (Issue #285). Fixed fridge/stove temperature being off by 1 day wrt electricity shutoff. Fixed teleporting through wall when using 'E' to climb a sheet rope on the other side of the wall. Add support for obsolete script items. . This is needed since savefiles cannot be loaded if there are unknown items. The type of item (Food, Weapon, etc) needs to be the same so the InventoryItem (or subclass) load() method reads the correc... Fixed some issues with destroying windows. . 1) A wall with a window couldn't be destroyed with the sledgehammer.  ISWorldObjectContextMenu now checks for a wall if there is a window. 2) Removing a window leaves the wall behind, but there i... Fixed adding sheetrope on the server. . The client calls canAddSheetRope() which calls getOrCreateGridSquare(), but the server doesn't. Fixed ISInventoryPage using invalid container with ItemPicker. . Also set IsoGameCharacter.inventory to "explored". Fixed local/global chat not using the desired key bindings. Fixed typo in SuburbsDistributions.lua (affected mechanic shop) Fix #2 for IsoCell.getOrCreateGridSquare on the server. Added GLBufferObject to hide whether the ARB or core version of glGenBuffers etc is used. . Some people get a "glGenBuffers unsupported" error with the 3D models, which is odd since that is part of the OpenGL 1.5 API. Allow spawnpoints at z > 0.  Fixed return-to-menu bug that spawned new players at z > 0. . IsoChunkMap.WorldZA wasn't getting initialized between sessions, so if the previous player was loaded at z > 0, the next new player would spawn at z ... Fixed IsoCell.getOrCreateGridSquare on the server. Fixed ServerList.txt file stream not being closed. Fixed mod.info file streams not being closed. MP time sync: server sends clock time to clients every 10 game minutes. Fixed missing 3D female hair. . SurvivorFactory.setHairNoColor uses F_Hair_Bob, F_Hair_Long, F_Hair_Long2, F_Hair_OverEye and F_Hair.  But there is no f_hair.txt so I used f_hair_kate.txt IsoObjectPicker scores IsoThumpable doors the same as regular doors. Prevent zombies thumping on crafted door frames. . Someone reported a door frame was destroyed before the door. Farming/campfire fixes. . 1) The LoadGridsquare event on the server is happening before the square's properties are updated, so the 'exterior' check fails. 2) After a server soft-reset, the farming clock is reset to zero, so last-time-water... Fixed lighting not being updated immediately when opening/closing doors. Allow doors to be built inside regular door frames, not just IsoThumpable door frames. Fixed destroying IsoThumpable container destroys contained items. . When destroyed with the sledgehammer context menu command, items were not destroyed. Fixed campfire sprite not getting set properly in MP. Fixed soft-reset bug with campfires. Fixed ISFarmingInfo bug on client. Fixed excessive memory usage during server soft-reset. Fixed campfire object not updating on load. Campfire rewrite. . Added ISCampfire object.  Got rid of campfire ID#.  Use nested modData tables instead of "campfire:N:...". Don't extinguish campfires instantly when rain starts.  Instead, reduce the fuel twice as fast as long as it is r... Synced removing build material from the ground. . Seems like there was a bug in the loop as well, since it removed items without decrementing 'm'. Update ISFarmingInfo on the client when plants change. Farming: plants that are not outside don't get watered when it rains, get less health from sunny days. . Some plants (carrots and radishes) suffer when there is too much water, so people grow then inside. Changes to Core.setDisplayMode() . 1) Fixed RenderThread.returnContext() not getting called if the display mode couldn't be set. 2) Only accept isFullscreenCapable() display modes when asking for fullscreen. 3) Set fullscreen + displaymod... Fixed running out of file handles on Linux (too many open files). . Looking at Resource Monitor I saw many open files: 1) All the .lotheader files 2) Many duplicate ambient stream .ogg files (windy day, windy night etc); more as time passed... Fixed see-through-walls on z > 0 along chunk boundaries. . It was possible to see through the west walls of the 3-story grey office building in Westpoint.  This was due to there being no squares on the other side of the wall. Fixed chunky lighting. . I set out to fix non-smooth lighting on exterior walls at z > 0.  Turns out this fixes chunky lighting inside rooms as well. Fixed quoting problem with projectzomboid.sh (Linux demo won't launch). Fixed IsoWindow properties.  Allow right-clicking on IsoThumpable walls that are s or e of the player. . When thumpable walls are "transparent" it wasn't possible to interact with them via the right-click menu.  No plaster, paint, etc was possible. Fixed rare exception in SpeedControlsHandler Fixed garbage creation in ModelCamera Fixed issues with windows on chunk boundaries. Issue #000237 Fixed a rare crash in SwipeStatePlayer. . The code I commented out already happens near line 331. Fixed 3D player not facing the direction of movement when walking a path. Fixed light sources not being removed when out of bounds. Fixed pistol clips disappearing on Normal/Hardcore reloading difficulty. Prevent item duplication in MP due to delaying grabbing items from the ground. Fixed 3D animations not being the same duration as the sprite animation. . If you chopped a tree with an axe with the 3D player model, you could hear that the chopping wasn't in sync with the animation. IsoSprite.update() does "def.Frame +=... Improved  blood splatter rendering / logic .  Server handles the -debuglog commandline option. Taking/spilling dirt removes blend_grassoverlay tiles and attached sprites (blend tiles). [TRANSLATION]
    Korean language is back ! Japanese language ! (thanks a lot Katzengarten !) : [spoil]
  25. Like
    d00de reacted to RobertJohnson in Steam Release - 16th Feb 2014 - Build 23   
    Hello everyone,

    No Dragons this time... Damn, they'll never let me dev the Dragons....
     

    Please note there's a bug with the Mac version where some people's game world may appear as a big jumbled mess. This should be fixed within the next 24 hours.
     
    [PERFORMANCE]
    Big improvements to multithreaded rendering performance. [bUGFIX]
    Fixed a bug in the thunder : The system roll a dice each day, and you have 1/20 chance of having a "thunder day", though a bug made every day is a thunder day ! So yeah, I know some of you loves thunder, but you'll have much less of them now.. Fixed some farming bugs (mainly plant disapear though you could still water them etc. Thanks Twiggy for the saved game ! ). If you have an item equipped in both hands (e.g. baseball bat) and unequip it, the BOTH hands will now be unequipped. Light switches and lamps should Just Work ™ now. Whether a light switch is on or off is now saved (which required the world version to be bumped). Plus, turning a lamp on or off in a room will no longer turn all the room's lights on/off. Light switches have a higher priority than other objects so they're easier to click on (I figure that's ok since they're so tiny, they won't block you clicking on important stuff usually). Also street lights don't mysteriously shut off after you leave an area or reload your game. And Mash has been busy adding missing switches and lamps to the map. Fixed not being able to click the scrollbar in the options screen when scrolled down. Fixed the Reload difficulty combobox getting repositioned after clicking (it's position was getting restricted to the screen size even though it is in a scrolling parent widget). Made a few attempts to fix weapon-related bugs. The timed action queue would sometimes get broken when firing/reloading while other actions were in progress. Fixed hovering the mouse over the moodles at non-100% zoom. Fixed multiple attacks per attack animation while holding down the left mouse button. This doesn't fix the pistol shooting too quickly, it has a very short attack animation. Fixed the shotgun sprite not rendering while aiming it. Fixed the mousewheel not working in the character-creation screens. The main options screen was getting the mousewheel events even though it was hidden. Fixed the traits list in character creation not scrolling properly after removing traits from it. Fixed dragging tabs out of the character info window. Now when you drag a tab out to a separate window, that window will be toggled by the hotkey. So if you drag the health tab out, 'h' will hide/show just that window. Ditto for the skills and traits tabs. Squares along chunk boundaries were all marked as blocked in the NE or SW directions. Tracked this down after I saw some weird lighting on the ground near a streetlight. Probably affected pathfinding too. Light switches were using 30 days as the electricity cuttoff date when they should have been using the sandbox option (14 days in survival). Ambient light from outside buildings shines through windows and doors so rooms aren't quite as dark at night. The code for this was already in there but got broken at some point. UIElement no longer creates a double-click if the mouse moved more than 5 pixels in any direction from the initial click. Fire fixes:MIssing sprites. Still some missing smoke sprites due to a naming issue in the pack file. The same fire added twice to the global list of fires. Fire objects not getting removed from the square they were on after they burned out. NullPointerException due to fires getting added where they weren't allowed. Characters that were burning when saving the game weren't given fire sprites or light after loading. When a real zombie was turned into a virtual one the fire sprites and light were not removed from it, so when it got turned into a real zombie later it looked like it was burning. Got the molotov weapon working pretty well. No idea if they can be crafted or not. You can see the molotov flying through the air when thrown (It was using a sprite that didn't exist). After throwing, another molotov will be chosen as the current weapon if the player has one rather than switching to some other weapon. The throw physics needs work. Currently, the closer the target, the lower the throw velocity. Crafting stairs bugs fixed. There was a field not being saved that caused crafted stairs to become blocked when trying to use them. There was also a bigger issue that put new grid squares into the wrong location, so when you went up the stairs there was no floor tile at the top and you ended up floating on z=1. The fix for that might break other stuff though. This : http://theindiestone.com/forums/index.php/topic/4571-possible-to-refill-a-bowl-of-water-infinitely/ fixed Fixed crafted items in a bag not being transferred to the main inventory before crafting begins. This is the reason your clothes get ripped when you click on an item in one of your bags to make bandages for example. Fixed farming actions causing the player to walk right onto the plant's square instead of stopping next to the square. Fixed the inventory tooltip being invisible after unpausing the game if the mouse was hovering over the inventory window. Also, hide the inventory tooltip when mousing over the Category column, otherwise it obscures the grab/drop buttons and stays stuck on the last item it was over. Fixed right-clicking on windows with containers behind them. Items in equpped bags show 'unpack' instead of 'grab' buttons. There was a save/load bug that broke this. Fixed glitches with clicking/dragging tabs in the character info window. Fixed the inventory/loot windows sometimes getting "stuck" following the mouse. Fixed the -Game Paused- text being off-center. Fixed the player sometimes getting drawn overtop of objects after coming down a staircase. Fixed skill-book reading times. If you increased the game speed while reading, the book would get read much more quickly. Now every page takes 2 game-world minutes to read no matter the game speed. The player now remembers how many pages of each type of book have been read. In the old system, each book recorded the number of pages read in itself only. That was a problem if you started a new character from an old savefile, the new character couldn't read already-read books. Fixed DrainableComboItem rate of depletion. Candles would not be drained at 60 fps. Unequip items (such as candles) when depleted. The item selection is cleared when switching containers in the inventory/loot windows. Fixed inventory item text being drawn more than once when dragging. Fixed not being able to unequip clothes from the primary/secondary slots. Damage from fire to the player wasn't affected by the speed setting. Fixed mysterious burnt wall tiles sometimes appearing where fires had been after sleeping. FIxed mod resources and savegame thumbnails not loading on MacOSX. Food starts cooking when its internal temperature reaches a certain point, not just when the stove it is in is at a certain temperature. A side effect of this is that food will continue to cook for a short time when removed from a stove. The 'Skill points available' display was changed to handle double-digit skill points better. Fixed an exception when placing a farming plot while it was raining. Also fixed sprites from previously-built items showing up when rotating a farming plot with the 'R' key. Fixed Lua timed action update() method not seeing the 100% job delta. Fixed Lua debugger not centering the source window on a breakpoint. Screen resolutions are now sorted by increasing width and height in the options. Fixed o/p keys in Last Stand challenge 2 working in challenge 1. Fixed the on/off state of building alarms not being restored properly.  The game would correctly save whether an alarm was on/off, but would only set it to 'on' when reloading a game.  Because of this and because the on/off state is initially randomized every time a game starts, over time more and more buildings would get alarmed.  When loading an old savefile, the status of alarms will be reset to a reasonable amount.  This should only affect buildings that haven't been explored yet.  You'll see the total number of alarmed buildings printed to the console. Clicking the 'inventory' button will toggle the loot window in sync with the inventory window, in case one was visible and the other was not. Fixed multiple raindrops and rain splashes on single tiles. Fixed randomly seeing through walls.  If you ran right along a wall, you could sometimes see inside the building.  This also seemed to happen when climbing through a window. Fixed animation issue with zombies climbing through windows, they would appear to teleport forward for 1 frame. Fixed the text-entry box drawing text when it's parent was collapsed.  If you use the NecroForge mod you'll know what I mean. [NEW STUFF]
    Added mouse-over highlighting to combobox choices. Added 'walk to' timed actions before using a water source, using a stove, or grabbing items off the ground. No more refilling your bottles from across the room. When clicking on a container in the world, that container will be highlighted in the loot window, but only if the container is in the loot window. Previously, some other container (or none) would be highlighted even though the clicked container's contents were in the list. Added a 'layout manager' to remember the size/position/visibility/pinned state of the various game windows. It remembers this at each different resolution. All the info is saved to layout.ini in the user's Zomboid folder whenever the game exits during the new OnPostSave event. Added mouse-over highlighting to combobox choices. Restored the old pulsing read damage indicators in the health panel. Made the character-trait tooltips easier to read in the tabbed character window. You can now build light sources, for now only one : some planks, some nails + a torchlight and here you go, a 4 directions torchlight on a wooden pillar, don't forget to turn it off when you leave your base as it drain energy ! Also don't forget to change the battery some times.. Note : This is fully moddable, you can do light source with everything you want, including fuel you want (or no fuel but just a life, like for candle, but those are planned already ), don't hesitate if you have some question on it ! Campfire context menu now has submenus for "Add Fuel" and "Light" so you can choose exactly which inventory item to use. You already could choose the item for "Add Fuel". When pausing the game, all the in-game windows are hidden so you can't click on them while using the option screen. Less clutter too. A progress bar shows how long until food is cooked, and how long before it is burned after cooking. You need to expand the food item in the inventory window to see the progress bar. When filling dirt/gravel/sand bags from the ground, only 1/4 of the bag is filled each time. Submenus let you choose exactly which bag to use. Also, the player must walk next to the spot when filling a bag. Campfires are a bit nicer. They have an actual animated fire sprite and will set the player/zombies on fire if stepped on. Light cast by the fire goes on/off as it should.  Adding fuel to a campfire increases the amount of time it will burn as well as the light radius.  A new file camping_fuel.lua lists the different fuel types and how much burn-time each is worth. For modder's, nested Lua tables in mod data are now supported:Keys may be either number or string.  Only string was allowed before. Values may be boolean, number, string or table.  Only number and string were allowed before. The game will write all of its console output to a text file ~/Zomboid/pzlog.txt in addition to the console. A new OnResolutionChange event fires when the screen size changes.  This is used to update the layout of the various option screens gracefully.  The option screens are not so small on 1024-pixels-wide or smaller screens. Zombies will (usually) wander away from a window they just climbed through.  This was done to fix the jumping in/out of a window repeatedly, although that still happens sometimes. Any item that can store water will now show a 'Pour on ground' context menu option.  This means that bottles of Mayonnaise, bowls of soup, etc, can be emptied out. Custom maps now supported.  You can create a mod, put one or more custom world maps into the media/maps directory, and they will show up in the map selector screen when creating a new character.  They will only show up for enabled mods.  Savefiles remember which map directory the world came from, so if the mod gets uninstalled or disabled, you won't be able to play that savefile. [bALANCE]
    Changed things in the torch lighting, first all light source are a bit stronger (candles, lighter and torch light), plus the torch flicker is now much more realistic. [EASTER EGGS]
    Only a real Sir know how to moonwalk... [TRANSLATIONS]
    Fixed Turkish translation. [OS X Changes]
    OS X now uses Java 7, meaning you'll need OS X 10.7 or later to play. Sorry for the inconvenience, but we needed the OS X package updated to work with recent Java and OS X 10.6 and below uses Java 6. Contact Rathlord if you're using an older OS, he may be able to show you a workaround. Java is now packaged with the game for OS X. Java version on computer is no longer relevant. OS X can now use the Launcher Mod posters now function on OS X Mod sprites now function on OS X
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