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fcolley3

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    fcolley3 reacted to Batsphinx in IWBUMS 41.44 released   
    NEW
     
    - Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
    - Use radio buttons instead of checkboxes for available bags in the forage ui.
    - Bloodied and dirtied backpacks can now be washed.
    - Removed the "Age" stat from the character info panel
    - Add Yes/No prompt after pressing quit to desktop
    - Arrange option-screen controls better when the resolution changes.
    - Re-enabled the FPS counter - displayed with K by default. Should work okay now.
    - DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
    - Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
    - Added new hairstyles - center parting, side partings etc
    - Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
    - Added petrol can 3D models (also petrol can can now be held in hands)
    - Forbid switching between front and back seats in the police car, since there's a divider between them.
    - Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
    - Added animations for equipping and un-equipping items and clothing.
    - Added new sitting animation used when performing timed actions.
    - Allow fishing rods, spears and lures to be taken from bags when used.
    - Allow stopping ringing clocks and watches in inventory while moving.
    - Updated translations.
     
    COMBAT FIXES
     
    - To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
    - Zombies standing behind the player will not prevent ground attacks.
    - As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
     than 1.5.
     
    - Given a choice between two zombies on the ground:
     1) Give higher priority to a zombie that is getting up.
     2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
     
    - Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
     
    - Fixed infinite ammo exploit with RackAfterShoot firearms.
     
    - Improved the appearance of the aim outlines around zombies and improved colors.
    - Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
     "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.
     
    FITNESS
     
    (Will require balance still, and will be put into the health panel next to temperature etc. in next patch)
     
    - Right click anywhere to bring up the fitness UI.
    - Select an exercise (some require items, like dumbbell), select how much time and click ok.
    - Exercise Fatigue will be induced approx 12h after the end of exercise.
    - Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
    - The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
    - System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
    - Includes "struggling" version of exercises for lower fitness level characters.
    - Some professions have existing regularity in certain exercises (fitness instructor, fireman..)

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

    FOX'S CUTAWAY POLISH
     
    - Player-built walls that enclose a space no longer collapse if there's no window
    - Fixed cutaway starting as soon as character sets foot on stairs
    - Fixed cutaways loading issues
    - Fixed cutaway of fences and walls starting a bit too late.
    - Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
    - Fixed cars being seen through closed garages
    - Fixed cutaways with missing tile properties
     
    MODDING AND TRANSLATION
     
    - Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items.
     Previously, it was using the old DisplayName_XXX translation.
    - Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
    - Added %-substitutions to translations:
     ContextMenu_Add_Ingredient
     ContextMenu_Create_From_Ingredient
     ContextMenu_From_Ingredient.
    - Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
    - Added "Tags = Screwdriver" to the Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Added Tags=CanOpener to TinOpener.
    - Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
    - Added Tags=FishingRod and Tags=FishingSpear to rods and spears.
     
    ANIMATION CHANGES
     
    -cropped Bob_RunStumble.X
    -tweaked xmls to get smoother get up from scramble
    -capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
    -unified Bob_WeddingJacket.X normals
    -created ShortSleeveShirt Body Location
    -changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
    -hiding fanny packs with certain clothing items
    -removed ApronTEXTURE from outfit Waiter_Diner
    -capped some male and female clothes
    -tweaked transition and blends between run and sprint. sneak versions also done.
     
    UI TIDY-UP
     
    - Hide the post-death text when the quit-to-desktop dialog is visible.
    - Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
    - Fixed layout of some things at different font sizes.
     
    OPTIMIZATION
     
    - Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
    - Declared a lot of classes and fields 'final'.
     
    FIXES
     
    - Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
    - Fixed ambulance door mask to correct left and right
    - Fixed some see-through clothing on corpses
    - Fixed the player being immune to attacks from the front while holding bags in both hands.
    - Fixed Sugar not having nutritional value
    - Fixed Stone Axe weighing more than elements needed to assemble it
    - Fixed Cooked Rice and Pasta never rot
    - Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
    - Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
    - Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
    - Fixed exception in IsoCell.CullFullyOccludedSquares().
    - Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
    - Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
    - Fixed lua error when build cursor is on empty squares (above ground level) 
    - Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
    - Fixed being able to dig graves in interior
    - Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
    - Fixed trap spawning items when regularly removing it (non breaking)
    - Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
    - Fixed not racking some weapons after each shot.
    - Fixed issues with firearm and magazine weights.
    - Fixed muzzleflash textures not being visible on the first shot.
    - Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
    - Fixed the debug FPSGraph not being rendered unless the clock is visible.
    - Fixed corpses being drawn beneath railroad tracks and graves.
    - Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
    - Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
    - Fixed SmallCar extents not matching physicsChassisShape.
    - Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
    - Fixed animation lockup with emotes.
    - Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
    - Fixed deafening multiple thunder noises on speeds > 1
    - Fixed exception when scavenging if more than one type of item is found.
    - Fixed items required for repairing items not being taken from bags.
    - Fixed "Dig Furrow With Hands" not being displayed when using a controller.
    - Fixed the hotbar being displayed for splitscreen players using a controller.
    - Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
    - Fixed lua error repairing vehicle parts.
    - Fixed the player tripping in trees when in ghost mode.
    - Fixed getting free ammo when spamming the unload-magazine command.
    - Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
    - Fixed drainable items losing their Favorite status when emptied after being used in recipes.
    - Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
    - Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
    - Fixed clothing sometimes not getting a hole when it should.
    - Fixed sprinters pursuit collision
    - Fixed a lots of missing cutaway properties.
    - Fixed tied hair that's grown out still having 'untie' options
    - Fixed fishing from a long distance away
    - Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
    - Fixed missing overlays in pie shop
    - Fixed saplings grown by erosion system slowing and scratching player
    - Fixed various mapping bugs
    - Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
    - Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons
     unless the player's inventory (not a bag) was displayed.
    - Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.
  2. Like
    fcolley3 got a reaction from 32Alpha in Digital Watches Disappearing   
    I guess it was a bug that has since been fixed by the Devs. Not finding near as many digital watches as I was but, the ones I am now finding are staying in the container.
  3. penisham
    fcolley3 got a reaction from MadDan in Feature or bug? Smashing vehicle windows   
    Smashing windows are now much easier with the new dial menu. I don't try to find that sweet spot any more. I just stand next to the vehcle, press V and a radial dial comes up with the option to smash window. Perhaps using this method will allow for only having to smash once and not multiple times?
  4. Like
    fcolley3 got a reaction from Pandorea in Digital Watches Disappearing   
    Logged off by hitting ESC then quit to desktop. Logged back in by choosing Continue in Steam menu. I had stored the watches in a wooden crate. I've managed to hang on to the one in my inventory the last two times I've logged out and back in again, so that's a positive thing. In the past I've discovered that right after an update (hours after) sometimes things are a little screwy but, in 3-4 days they seem to work themselves out somehow. Not the big issues that could cause my death but little things. I'm hoping this is the case with the watches since I've been able to hang on to the one I have left (in inventory) the last couple of relogs. Going out  on a major looting run soon and will concentrate on trying to find some watches again and hopefully able to hang onto them this time. I will report back if it happens again. I do have about 4-5 minor mods enabled and if it happens again, I will disable them and see if that could be a problem. I've been real lucky so far with mods not causing me issues.
  5. Like
    fcolley3 got a reaction from DresdenBBQ in Covoid 19   
    Welcome back and I guess that makes you now immune to the Covid? Looking forward to all the tweaks and fixes and hoping that enabling power to player made rooms that are added on to exiting houses is in that mix. The 3D items look great and can't wait to see them in the game....in the future.
     
    Cudos to the whole Dev team. I've only been playing for a couple of months but with all the hours I've logged, it feels like a year or so. Loving this game enormously. So much for my obsession with Dinosaurs.
  6. Like
    fcolley3 got a reaction from Milove in Super kick to the ground!   
    Wow...I'll enjoy it until we can't anymore.
  7. Spiffo
    fcolley3 got a reaction from Juzik in Looks different somehow   
    Bravo on the new look for the home page...very nice.
  8. Like
    fcolley3 got a reaction from Damano in Looks different somehow   
    Bravo on the new look for the home page...very nice.
  9. Like
    fcolley3 got a reaction from Pandorea in Withdrawal from Cigarettes   
    Thank you for the response Pandorea. So when the cigarettes run out, my player will just go insane and possibly die? Not having a way of dealing with the withdrawal leads me to not select that trait when building my character. Glad to hear they are planning on making an adjustment in the future.
  10. Like
    fcolley3 got a reaction from Kappatao in Label Crates To Identify Contents   
    I love the fact that you can change the name of the duffel bags, school bags, etc. I would dearly love to be able to give labels to my crates. We can end up with soooo many crates, holding weapons, crafting supplies, gardening supplies, etc. It's easy to forget the overall contents of a crate and can be very time consuming checking each one to find the sledge hammer. It would be grate to give a name/label to each one that would help to quickly identify the contents. Thank you.
  11. Like
    fcolley3 got a reaction from trombonaught in IWBUMS 41.38 released   
    Wow....you guys have been hard at work. Must have consumed multiple cups of coffee. You guys are the best. And....I wish ppl would read the News/Updates thoroughly. Every week, they give an update on MP. It's coming! Do you want it right or just half baked?
  12. Like
    fcolley3 got a reaction from trombonaught in Zed OwnerZhip   
    I would just like to commend the Dev team on posting each week on the development of the game and keeping us informed. I can't remember another game I have purchased in the past where the developers were so committed to keeping their customers so informed of progress. This constant "keeping us in the loop" keeps us invested, excited and patient for what's to come.
  13. Like
    fcolley3 got a reaction from Damano in Label Crates To Identify Contents   
    I love the fact that you can change the name of the duffel bags, school bags, etc. I would dearly love to be able to give labels to my crates. We can end up with soooo many crates, holding weapons, crafting supplies, gardening supplies, etc. It's easy to forget the overall contents of a crate and can be very time consuming checking each one to find the sledge hammer. It would be grate to give a name/label to each one that would help to quickly identify the contents. Thank you.
  14. Like
    fcolley3 got a reaction from lemmy101 in Zed OwnerZhip   
    I would just like to commend the Dev team on posting each week on the development of the game and keeping us informed. I can't remember another game I have purchased in the past where the developers were so committed to keeping their customers so informed of progress. This constant "keeping us in the loop" keeps us invested, excited and patient for what's to come.
  15. Like
    fcolley3 got a reaction from Maris in IWBUMS 41.38 released   
    I'd like to report a couple of new issues I encountered while playing right after the 41.38 update.
    1. A disappearing vehicle (see pic). Only one vehicle has been affected. Tires are there but no body. I am able to look under the hood and uninstall/reinstall car parts however.
    2. Intermittent freezing of game. This makes me reluctant to engage in battle as I don't no what would happen coming out of a freeze state.
    Thank you again for all the work you put into this game.
     

  16. Like
    fcolley3 got a reaction from Maris in IWBUMS 41.38 released   
    Wow....you guys have been hard at work. Must have consumed multiple cups of coffee. You guys are the best. And....I wish ppl would read the News/Updates thoroughly. Every week, they give an update on MP. It's coming! Do you want it right or just half baked?
  17. Like
    fcolley3 got a reaction from Nexilar in IWBUMS 41.38 released   
    Wow....you guys have been hard at work. Must have consumed multiple cups of coffee. You guys are the best. And....I wish ppl would read the News/Updates thoroughly. Every week, they give an update on MP. It's coming! Do you want it right or just half baked?
  18. Like
    fcolley3 got a reaction from ZombiesLoveBrainiacs in Zed OwnerZhip   
    I would just like to commend the Dev team on posting each week on the development of the game and keeping us informed. I can't remember another game I have purchased in the past where the developers were so committed to keeping their customers so informed of progress. This constant "keeping us in the loop" keeps us invested, excited and patient for what's to come.
  19. Like
    fcolley3 got a reaction from MopS in Label Crates To Identify Contents   
    I love the fact that you can change the name of the duffel bags, school bags, etc. I would dearly love to be able to give labels to my crates. We can end up with soooo many crates, holding weapons, crafting supplies, gardening supplies, etc. It's easy to forget the overall contents of a crate and can be very time consuming checking each one to find the sledge hammer. It would be grate to give a name/label to each one that would help to quickly identify the contents. Thank you.
  20. Like
    fcolley3 got a reaction from gabriel in Zed OwnerZhip   
    I would just like to commend the Dev team on posting each week on the development of the game and keeping us informed. I can't remember another game I have purchased in the past where the developers were so committed to keeping their customers so informed of progress. This constant "keeping us in the loop" keeps us invested, excited and patient for what's to come.
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