Jump to content

valkyrienyanko

Member
  • Posts

    25
  • Joined

  • Last visited

Reputation Activity

  1. Like
    valkyrienyanko reacted to Bullet_Magnate in Major Overhaul of Zombie Speed Sandbox Settings   
    Definitely agree this should be part of the standard sandbox options. 
     
    In the mean time, however, there is a mod called Random Zombies that does basically exactly what you're saying.  It's great, and I never play without it now.  
     
    I also use another mod, Random Rally Settings, that causes random fluctuation in how the zombies group up and move together.  These two mods together inject a nice level of unpredictability.  
  2. Like
    valkyrienyanko got a reaction from getstoopid in Major Overhaul of Zombie Speed Sandbox Settings   
    In sandbox mode under zombie lore, zombie speed can either be "Sprinters", "Fast Shamblers", "Shamblers" and "Random". This provides 4 possible playthroughs, one with all sprinters, all fast shamblers, all shamblers or a mix of all of them. I propose that the "Random" setting is removed and instead all the remaining options have percentages that the user can set ranging from 0 to 100%. This will allow for some unique playthroughs, for example a playthrough with 1% sprinters, 9% fast shamblers and 90% shamblers.
     
    Perhaps this could be taken a step further by adding more speed options. The user could specify the exact speed and chance a zombie has to spawn. For example, a playthrough with 3x speed zombies have a 2% chance to spawn, 1.5x speed zombies have a 3% chance to spawn, shamblers have a 95% chance to spawn. If there are limitations to the game engine by adding zombies that are too fast to handle then add a hard coded speed limit.
     
    Having the option to spawn zombies that move 3x slower than "Shambler" speed would also provide for some really unique playthroughs.
     
    I realize that converting each option to percentage values may not be enough as everything should add up to 100% in the end. So for example lets say zombie speed chances for shambers are at 50% and sprinters are at 50%. You change sprinter chance to 75%, shambler chance should be automatically changed to 25%.
     
    Note that all the sandbox settings could be overhauled to allow users to specify chance percentages ranging from 0 to 100%. Settings such as zombie sight, hearing, memory, car spawn rate, player rear vulnerability, ammo loot rarity to name a few.
  3. Like
    valkyrienyanko got a reaction from Bullet_Magnate in Major Overhaul of Zombie Speed Sandbox Settings   
    In sandbox mode under zombie lore, zombie speed can either be "Sprinters", "Fast Shamblers", "Shamblers" and "Random". This provides 4 possible playthroughs, one with all sprinters, all fast shamblers, all shamblers or a mix of all of them. I propose that the "Random" setting is removed and instead all the remaining options have percentages that the user can set ranging from 0 to 100%. This will allow for some unique playthroughs, for example a playthrough with 1% sprinters, 9% fast shamblers and 90% shamblers.
     
    Perhaps this could be taken a step further by adding more speed options. The user could specify the exact speed and chance a zombie has to spawn. For example, a playthrough with 3x speed zombies have a 2% chance to spawn, 1.5x speed zombies have a 3% chance to spawn, shamblers have a 95% chance to spawn. If there are limitations to the game engine by adding zombies that are too fast to handle then add a hard coded speed limit.
     
    Having the option to spawn zombies that move 3x slower than "Shambler" speed would also provide for some really unique playthroughs.
     
    I realize that converting each option to percentage values may not be enough as everything should add up to 100% in the end. So for example lets say zombie speed chances for shambers are at 50% and sprinters are at 50%. You change sprinter chance to 75%, shambler chance should be automatically changed to 25%.
     
    Note that all the sandbox settings could be overhauled to allow users to specify chance percentages ranging from 0 to 100%. Settings such as zombie sight, hearing, memory, car spawn rate, player rear vulnerability, ammo loot rarity to name a few.
  4. Like
    valkyrienyanko got a reaction from Magondivel in Major Overhaul of Zombie Speed Sandbox Settings   
    In sandbox mode under zombie lore, zombie speed can either be "Sprinters", "Fast Shamblers", "Shamblers" and "Random". This provides 4 possible playthroughs, one with all sprinters, all fast shamblers, all shamblers or a mix of all of them. I propose that the "Random" setting is removed and instead all the remaining options have percentages that the user can set ranging from 0 to 100%. This will allow for some unique playthroughs, for example a playthrough with 1% sprinters, 9% fast shamblers and 90% shamblers.
     
    Perhaps this could be taken a step further by adding more speed options. The user could specify the exact speed and chance a zombie has to spawn. For example, a playthrough with 3x speed zombies have a 2% chance to spawn, 1.5x speed zombies have a 3% chance to spawn, shamblers have a 95% chance to spawn. If there are limitations to the game engine by adding zombies that are too fast to handle then add a hard coded speed limit.
     
    Having the option to spawn zombies that move 3x slower than "Shambler" speed would also provide for some really unique playthroughs.
     
    I realize that converting each option to percentage values may not be enough as everything should add up to 100% in the end. So for example lets say zombie speed chances for shambers are at 50% and sprinters are at 50%. You change sprinter chance to 75%, shambler chance should be automatically changed to 25%.
     
    Note that all the sandbox settings could be overhauled to allow users to specify chance percentages ranging from 0 to 100%. Settings such as zombie sight, hearing, memory, car spawn rate, player rear vulnerability, ammo loot rarity to name a few.
  5. Like
    valkyrienyanko reacted to nasKo in 41.77 UNSTABLE Released   
    41.77.9 Hotfix October 20th:
    - Added checks for a null VehicleScript to IsoPlayer.getNearVehicle() and IsoZombie.getNearVehicle().
     
    41.77.7 Hotfix October 13th:
    - Fixed host connections from remote clients.
    - The client will save coop server logs to the logs.zip file before and after each start.


    41.77.6 Hotfix October 12th:
    - Minor revision number now displayed on main menu instead of just inside the console.
    - Fixed instances of clients being unable to connect to a server where logs showed that the client was already connected. The client will use 127.0.0.1 to connect if it is a co-op host.
     
     
    41.77.5 Hotfix October 12th:
    - znet libraries were rebuilt.
    - Fixed being stuck on the connection screen or a black screen when trying to connect to a co-op server.
    - Fixed: log messages and NPE during the processing of the RakNet already-connected packet.
     
     
    Hotfix#3 October 3rd:
     
    - Fixed the timed-action progress bar position not being updated during actions without a fixed duration.
    - Fixed the animation speed of the timed-action progress bar at different framerates.
     
     
    Hotfix #2 September 29th:

    - Fixed black screen issues with certain mod constellations.
    - Improved ConnectionManager logs.
    - Increased kick delay for CRC differences.
     

    Hotfix #1 September 29th:
    - Improved Type5 and Type22 Anti-Cheat behaviour to reduce false positives.
    - Extended checksum logs for debugging CRC differences.
    - Fixed Type21 black screen at connection stage when Type21 anti-cheat check is disabled.
    - Fixed the character model always using media/textures/Body/Masks instead a clothing item's UnderlayMasks folder.
     
    __________________________

    Original Patch:

    MP
    - Improved client connection.
        Important for server providers: Servers now have two ports for clients to connect to. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. These ports can be configured through the server options.
        Clients will first try to use a direct connection. If direct connection fails, clients will try to connect via Steam.
        The non-Steam version works as usual.
        UPnP rules were changed accordingly (UPnP is used in cases to prevent manual port-forwarding).
        The client will show the warning message "WARNING: SERVER HAS PORT %1 CLOSED. PERFORMANCE MAY BE SEVERELY AFFECTED" if the client can't connect through direct connection.
     
    - ZNet libraries rebuilt for Windows, Linux, and Mac.
    - ZNet, Connection, and Kick logs are improved.
    - Additional logs were added.
     
    - Fixed kicks after disabling VOIP.
    - Fixed connecting to host after disconnection from a dedicated server.
    - Fixed infinite connection attempt to non-steam server when it's not up.
    - Fixed the client displaying "Disconnected" instead of "Wrong username or password".
    - Fixed players being able to change their saved password for an already created account in some instances.
     

    NEW
    -  Added a looping progress bar for timed actions that have no defined end. This is mainly a stopgap fix for entering cars, to visualize that there is an ongoing unfinished action until we can have visually open doors, etc.
        Specifically added for the scenarios where players reported being bitten through the car door after they had entered a car and interrupted the "enter car" action before it could finish (e.g. by opening the map, etc) and before the door was "closed".
        This bar extends to other "infinite" actions like Walk To.
     

    MODELS
    - Added new body locations: Jacket_Bulky, JacketHat_Bulky, TorsoExtraVest, and JacketSuit.
    - Assigned new body locations to existing clothing items to avoid clipping.
    - Tweaked and added many clothing masks to avoid clipping through each other.
    - Adjusted several clothing models and bone weighting to improve clipping.
    - Removed Bowling shirt model from Bowling shirt definitions and made Bowling Shirt a texture. The model was left in the files in case mods use it.
    - Improved base Body mask to help with clipping.
    - Re-exported ALICE packs as some straps were missing.
  6. Like
    valkyrienyanko got a reaction from bliss in Give Negative Effects to Characters with Extremely Low Blood Count   
    When your character has a small amount of blood left, they should gain the following effects
    - more prone to tripping over things / falling randomly
    - chance of dropping items held in primary and secondary
    - drowsy moodlet
    - running / exercising / any other intensive activity causes extreme pain and has chance of opening up the bandaged wound
    - the effects of negative traits chosen at the beginning of the game will be amplified
    - the effects of positive traits chosen at the beginning of the game will be lowered
  7. Like
    valkyrienyanko got a reaction from MoonSlime in Add a new setting to sandbox settings: "Zombies hide from the sun"   
    I have seen several mods do this. It would be nice if this was a toggle setting in sandbox settings. Zombies do not like being in tiles lit with sunlight and will seek darker tiles. That's it. This would make zombies horde up in houses / buildings during the day and have them come out during the night like in the legend movie.
  8. Like
    valkyrienyanko reacted to nasKo in 41.74 UNSTABLE Released   
    [Note: Parts of this patch were previously released as a 41.73 Unstable hotfix.*
    A version bump ensures players running the Stable client get a clearer error (version mismatch) when connecting to servers running the Unstable branch.]
     
     
    This patch addressed the Linux server crashes.
    Please let us know about any remaining crashes and the performance you're experiencing.
     
    If you continue to experience crashes on the Unstable branch after this patch, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice.
     
     
    MP

    - Migrated to newer Steam API.*
    - ZNet library was rebuilt on all platforms.*
    - Steam network logs are added.*
    - SteamGeneric packet was removed.*
    - Old steam session info was removed.*
    - SteamGameServer.BUpdateUserData method call is removed as deprecated.*
    - Error descriptions for the ESteamNetConnectionEnd and EResult  were added.
    - Fixes to Steam logging.


    Additional MP fixes will follow in the coming days.
  9. Like
    valkyrienyanko reacted to nasKo in 41.73 Released   
    Edit: Hotfix August 12th:

    - Extended client connection logs
    - The zombienet library was rebuilt (libZNet*)

    We've pushed this update to help us further investigate and better reproduce Linux server crashes.

    If you continue to experience crashes on your Linux server after this update, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice.
     
     
     
    41.73 compiled changelist

    (Also including 41.72 from the unstable branch)
     
     
    NEW

    - Added the MapRemotePlayerVisibility server option for Multiplayer.
        1 = Remote players aren't visible on the in-game map
        2 = Remote players in the same faction or sharing a safehouse are visible
        3 = Remote players are always visible
    - The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
      When not in debug mode, these options are available:
        - Players
        - Remote Players (client only)
        - Player Names (client only)
        - Symbols
    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
     
    - Added a new volume slider to the Audio options which affects the jump-scare sound.
     
    - Fixed updates to the map causing zombies to spawn inside previously cleared buildings.
        - Fixed BuildingDef.calculateMetaID() and RoomDef.calculateMetaID() possibly creating the same ID for different buildings or rooms. This was why zombies would respawn in some already-seen rooms.

    - Give zombies that are targeting a player higher priority for pathfinding than other zombies.
    - Added new loot maps from Pat Bren.
    - Split the single Louisville map-item into nine separate maps.
    - Added Louisville maps to the loot tables.
     
    - Gas container tooltip tweaks:
        1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase.
        2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui).
        3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units.
    - Updated Community Translations
    - Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage.
    - Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
    - Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
    - Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.
    - Added "Default=" to combobox sandbox-option tooltips.
    - Allow empty bottles to store gasoline.
    - Added water capacity in context tooltip when filling water container (if only 1 item type)
    - Updated community translations.
    - Updated credits.
    - Improved icon draw for context menu
    - Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
    - Added a way to rename a savefile in the load-game "More..." panel.
    - Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)
    - Allow building double doors inside buildings.  This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
    - Added checks for wall-like obstacles that should prevent opening or closing double doors.
    - Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.
    - Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
    - Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
    - Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
     
    - Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.
    - Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files.
    - Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows.
     

    SFX

    - Updated sound banks.
        - New action music track.
        - Fixed one male zombie voice looping the Hit sound.
        - Added missing sound for taking water from a dispenser.
    - Added an ambient sound to the Gas-2-Go pumps.
    - Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.
    - Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
    - Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation.
     
     
    MAP
     
    - Full export of the current Knox Event map. This will be the final B41 map update.
        - Updates many farms and farmsteads
        - Improves upper class areas in Louisville
        - Adds many new tiles on the tilesheets
        - Fixes many and various community-reported map issues and bugs
     
     
    FOOD AND RECIPES
     
    - New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
    - New Canned Condensed Milk item; can be used for the same recipes as milk.
    - Balance adjusted assorted values of food items and recipes.
    - Appropriate bottles can now hold gasoline.
    - Baloney and salami can be sliced.
    - Many food items have more options for being used as evolved recipe ingredients.
    - Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
    - Crayons can be used to write notes and mark the map.
    - Toast can be made from Bread Slices by cooking them.
    - New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
    - Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
    - Whole Pizza item added.
    - Glasses and cup items can be filled with water.
    - WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
    - Canned Condensed Milk item; can be used for the same recipes as milk.
    - Maggots that spawn with zombie corpses will be mildly poisonous.
    - Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
    - When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
    - For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
    - Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
    - Added placeholder texture for Bag_MedicalBag.
    - Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
    - Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
    - More flexible Tag support for writing notes.
    - Added Tomato Paste item for pizza crafting.
    - Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
     
     
    BALANCE
     
    - Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
    - Watermelon must be sliced or smashed before being able to eat it.
    - Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
    - Only Bread Slices and Toast can be placed inside Toasters.
    - Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
    - Many recipes adjusted to allow for more ingredient flexibility.
    - Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
    - Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
    - Changed Rip Clothing recipe
    - HandWeapon.weaponSprite is saved if it is different than the item-script's value.
    - Slightly increased zed attraction to gunshots in MP
    - Reduced the endurance loss when missing a hit (especially when pushing).
    - Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
    - Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
    - Added a "Slice Onion" recipe so Fried Onion Rings can be made.
    - Made the Composter thumpable by zombies.
    - Sometimes the corpses that spawn as the player explores the world will be fake dead.
    - As corpses progress in rot stages they have a chance of becoming fake dead.
    - Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
    - As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.
    - Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
    - Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.
    - Adjusted weight of Spears
    - Floor tiles will now provide a maximum of 1 nail when dismantled.
    - Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
    - Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice.
    - Added Basil to more recipes.
    - Better handling of evolved recipe item name when they only have spice ingredients.
    - Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles.
    - Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed.
    - CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from.
     

    ANIMS
     
    - Added new fill from bourbon bottle anim
    - Changed fill from bourbon bottle xml to use new anim
    Emote Wheel adjustments:
    - Adjusted some emote bone masks to reduce clipping
    - Added some stealth emote versions to reduce clipping and posing awkwardness
    - Added emote states for different weapon poses
    - Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
     
    Idle extension adjustments:
    - Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
    - Added normal stance extensions anims, where appropriate
    - Added normal stance extension xml for different weapon stances, where appropriate
     
    - Added masks to extended idle xmls to not clip as much,
    - Added relevant extended idle anims where needed
    - Capped off hoodieUP xfiles to stop transparency
    - Adjusted hoodieUP texture for new cap
    - Added blood locations to a couple of missing shirts
    - Re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes
    - Adjusted Hat_Spiffo mask to display properly on character
    - re-exported missed zombie body textures that had outlying pixels
    - Adjusted male and female HighViz vests to visually work similar to hunting vests
    - Reworked Male and Female HighViz vests
    - Changed HighViz vest body location
    - Tweaked Hunting vest masks to work better with underlying clothes
     

    MP
     
    - Various anti-cheat improvements
    - Sync and physics improvements for vehicles.
        - Refactored and decreased vehicle physics packet size.
        - Vehicle interpolation was refactored and improved .
    - Improved towing physics and behaviour.
        - Updated PZBullet library on all platforms.
        - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.

    - Optimized Vehicle authorization on exit
    - Allow admins to repair clothes via Edit -> Condition, and remove holes when the item is set to max condition when the item is in their inventory.
    - Visual data for damaged/fixed clothing will now sync between clients.
        
    - Hit reaction translation length is now calculated by appropriate animation clip
    - Use WaveSignal packet on client
    - Improve auth/towing for cases with two drivers/swap tow
    - Stopped clients updating rotting corpses and fake-dead corpses.
    - Added check for IsoDeadBody.getHumanVisual() being null.
    - Server will send the success result of recipes checksum validation if the client is untouchable.
        - The game will calculate the checksum using the original recipe name.

    - The driver now stops the vehicle before they exit from the vehicle or switch seat.
        - Added ISBaseTimedAction timed action.
        - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.
    - The SystemDisabler.doDisableTunePhysicDelay variable was added
    - If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.
    - The game server will not send the PlayerUpdateReliable packets from players who are far away.
    - Improvements for some anti-cheat checks
    - ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
    - Added log message for LUA debugger

    - Improve vehicle logging
        - Add DebugLogStream noise methods
        - Logs can be filtered by severity
    - Reformatted log streams for damage, death, and multiplayer log types
    - Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
        - Command entered in general chat tab changes severity on the client
        - Command entered in admin chat tab changes severity on the server
    - Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer.
    - Fixed Zed appearance not syncing between players.
    - Fixed one player being able to use two radios / walkie talkies.
    - Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
    - Fixed vehicle radio using wrong coordinates.
    - Fixed vehicle radio not working in the same way as world placed radio.
    - Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
    - Fixed vehicle radio text processing.
    - Fixed trailer authorizations / floaty trailers.
    - Fixed Item Remove tool not removing items from containers on a server.
    - Fixed clients sending StopSound packets to the server for zombie vocals.
    - Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
    - Fixed clients sending climb-over-wall sounds.
    - Fixed seat authorizations.
    - Fixed null pointer exception in the VehicleManager.serverPacket function.
    - Fixed incorrect delay-tuning algorithm.
    - Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
    - Fixed issues when characters are hit by trailers.
    - Fixed corpses disappeared when killed by trailer
    - Fixed issues with vehicle physics debug log messages.
    - Fixed Admin being kicked because of incorrect checksum.
    - Fixed car changing its place after re-login.
    - Fixed normal vehicle not being removable in mods.
    - Fixed movement sound when vehicle is stopped.
    - Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
    - Fixed disappearing trailers.
    - Fixed physics update limits.
    - Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
    - Fixed attached cars being disconnected after re-login.
    - Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
    - Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
    - Fixed empty RequestGetFull being sent.
    - Fixed vehicle passenger could have vehicle authorization after collision.
    - Fixed vehicle collision owner.
    - Fixed tow re-attach.
    - Fixed vehicle seat switching.
    - Fixed passengers seeing black boxes at high speeds.
    - Fixed vehicle not damaging players after re-login.
    - Fixed vehicle local simulation pass through another vehicle.
    - Fixed player can't become owner of pushed vehicle.
    - Fixed bouncing vehicle authorization at the end of local simulation.
    - Fixed player can exit or sleep in moving car.
    - Fixed rare incorrect vehicles authorization after towing.
    - Fixed engine sound disappearing without a driver.
    - Fixed car not stopping when driver changes their place due to cruise control.
    - Fixed error when try to type "[" in Item list viewer.
    - Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
    - Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
    - Fixed clipping vehicles.
    - Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
    - Fixed Vehicle simulation speed depending on locked fps.
    - Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true.
    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
     

    MODS
     
    - Improved log for lua errors. Now it shows if it modified file error
    - Added list of mods in Pause menu + this list show mods that cause errors
    - Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors.
     

    FORAGING

    - Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.
    - Turn the player to face a forage item when picking it up.
    - Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
    - Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
    - Zone.getTotalArea() returns the area of polygon and thick polyline zones.
        Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
        For other types of zones, width * height is returned.
    - Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
        As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
    - forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
    - forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.
    - Changed double click behaviour of search mode pins to place items into the current selected player inventory panel if possible
    - Adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap
    - Fixed an exploit with search focus when spamming the search mode button which could force items to change type
    - Fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item
     

    ADMIN/DEBUG
     
    - Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
        - Controls:
        - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
        - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
        - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.
    - Added trigger thunder tool (for admins).
    - Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).
    - Changed LootZed manager opening on RMC-ContextOption on container button.
    - Allowed admin to create any VHS out of spawned VHS-home (like in debug).
    - Added sync for Health panel cheats.
    - Trailers debug is improved.
    - Small fix to Lua closure.
    - Improved spawn vehicle menu.
    - Added ability to change weight in Player Stats window.
    - Added destroying objects without a sledgehammer if building cheat is on.
    - Added sliders for change weight and calories in debug panel.
    - Added Step Into, Step Over, and Resume buttons to the Lua debugger.

    - Improved ContextMenu
            - Now you can add icons for context options:
                    local myOption = context:addOption("My option name", ...)
                    myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")
    - Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
    - Improved Debug/Admin options.
    - Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings.
        - Added Door Options can be found in the Right-Click Context Menu -> Objects.
        - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
        
    - Added 'make noise' options to attract zombies.
    - Added option for removing all zombies in a zone to the Admin tools.
    - Added icons in context menu for ADMIN/DEBUG options.
    - Added elapsed time since server started in server statistics info.
    - Added access to some Admin tools for moderators.
    - Added an external anim debug UI for Martin.
    - Removed the line "Press Esc to open Admin panel" from Server toolbox UI

    FIXES
     
    - Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days.
    - Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu.
    - Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.
    - Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer.
    - Fixed the composter becoming unusable after moving it.
    - Fixed being able to move a composter if it has compost in it.
    - Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked.
    - Fixed clothing dryers and washers not consuming fuel from generators.
    - Fixed generator fuel consumption not being updated properly when turning things on and off.
    - Fixed picking up and placing powered objects not updating generator fuel consumption.
    - Fixed battery-powered radios consuming generator fuel.
    - Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more.
    - Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator.
    - Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side.
    - Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers.
    - Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated.
    - Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet.
    - Fixed VehicleAmbiance stopping immediately after starting sometimes.
    - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting.
    - Fixed Base.BareHands.HitFloorSound.  It was trying to play the non-existent default BatOnFloor sound.
    - Fixed hot food not cooling down when placed on the ground.
    - Fixed incorrect weights of weapons with upgrade parts.
    - Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50.
    - Fixed hearing rain hitting a vehicle when the vehicle is inside a building.
    - Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building.
    - Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function.
    - Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI.
    - Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall.
    - Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground.
    - Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground.
    - Fixed and adjusted many model "world" attachments.
    - Fixed bug when character weight does not decrease if day length > 1 hour
    - Fixed equipped radios only updating for one splitscreen player.
    - Fixed stacking of military crates and the popcorn machine.
    - Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures.
    - Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options.
    - Fixed accidental change of Muldraugh map bounds to Louisville area.
    - Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with.
    - Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked.
    - Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key.
    - Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake.
    - Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change.
    - Fixed the animation played when filling Bourbon and Wine bottles.
    - Fixed bunker tiles cutaways.
    - Fixed blood appearing on destroyed windows.an destroyed fences.
    - Fixed holding SHIFT made weight decrease faster.
    - Fixed holding SHIFT without moving having the same impact as running on hunger.
    - Fixed sitting on a chair giving a different endurance regen than sitting on ground.
    - Fixed car's engine not taking damage when running over zombies when the hood was removed by player.
    - Fixed not losing endurance when stomping zombies in the legs.
    - Fixed more cases where indoor zombies can spawn in inaccessible locations.
    - Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square.
    - Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code.
    - Fixed missing tile properties on the Public Garbage Bin (and added translation).
    - Fixed the Small Crate (found in Greene's Grocery) not being stackable.
    - Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed.
    - Fixed the properties on some new stove sprites.  They became IsoThumpable instead of IsoStove.
    - Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.
    - Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game.
    - Fixed the Lua debugger not handling changes to screen resolution.
    - Fixed bug in vehicle skin editor in SP.
    - Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs).
    - Fixed tile properties on a stair railing creating invisible walls.
    - Fixed CornerNorthWall and CornerWestWall not having tile properties.
    - Fixed zombies only playing their Hurt sound one time when hit on the ground.
    - Fixed spear-charge zombie kills not being counted.
    - Fixed the container highlight color not being displayed for painted crates.
    - Fixed not being able to sleep on brown picnic table.
    - Fixed Spiffo's green arrow requiring farming skill to be picked up.
    - Fixed some desks that couldn't be picked up.
    - Fixed some office whiteboards that couldn't be picked up.
    - Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING.
    - Fixed bug when generator can charge vehicle battery.
    - Fixed water containers not getting fully emptied when watering crops.
    - Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text.
    - Fixed players being able to start changing parts of vehicles when inside a certain vehicle.
    - Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory.
    - Fixed missing translation for new movable Medical Desk.
    - Fixed bug with rip clothing menu.
    - Fixed bug with double checking fishing net.
    - Fixed being able to dismantle favorited Electronics.
    - Fixed bug player not takeing nearest item in inventory for smoking.
    - Fixed character info panel showing male player model when the character was female.
    - Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer.
    - Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed.
    - Fixed radios with dead batteries still being turned on.
    - Fixed missing space after the water amount in the farming tooltip
    - Fixed the animation speed of the wind effect on water being faster at higher framerates.
    - Fixed fog from a previous game appearing briefly when loading a different game.
    - Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed.
    - Fixed the character-info-window help dialog not resizing to match the height of the text.
    - Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn.
    - Fixed the 'pinned' state of the character-info window not being preserved.
    - Fixed the 'pinned' and 'visible' states of the forage ui not being preserved.
    - Fixed lack of shoveling sound when filling in graves.
    - Fixed being unable to dismantle Electronics with a favorited Screwdriver.
    - Fixed Flashlights falling out of hands when climbing over walls.
    - Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes.
    - Fixed granola bars and cookies being perishable.
    - Fixed missing fruit cocktail item.
    - Fixed items being used in evolved recipes not having their thirst values reduced.
    - Fixed Pancakes being unable to be burnt.
    - Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients.
    - Fixed partially eaten food not getting lighter in some circumstances.
    - Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits.
    - Fixed the names used for ingredients in evolved recipe names to be shorter.
    - Fixed the junk tables entries in the loot distribution tables being affected by zombie population density.
    - Fixed PiePrep not having a debuff.
    - Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - Fixed added several missing models.
    - Fixed renamed items are now limited to a new name of 28 characters or less.
    - Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes
    - Fixed renamed items being able to have new names of more than 28 characters
    - Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss.
    - Fixed music not restarting after creating a new character in-game.
    - Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused.  Food models are rendered as Cooked or Rotten but not both.
    - Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right.
    - Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time.
    - Fixed the custom weight of trapped animals not being preserved.
    - Fixed inaccurate weights for partially eaten food items with custom weights.
    - Fixed renamed items not being limited to a new name of 28 characters or less.
    - Fixed accurate weights for partially eaten food items with custom weights.
    - Fixed claustrophobic characters being able sleep in small rooms by  right-clicking the bed from outside the room.
    - Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP.
    - Fixed vehicles with premium radios installed not being able to play CDs in them.
    - Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models.
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes.
    - Fixed missing Sport T-shirt icons.
    - Fixed missing tooltip explaining that to purify some water containers, a microwave must be used.
    - Fixed error with Baguettes being unable to be used to make sandwiches.
    - Fixed missing add-all option in the fill menu for Generators.
    - Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.
    - Fixed Sweet Pies being unavailable in the crafting UI.
    - Fixed mapper-placed broken windows not being smashed IsoWindow objects.
    - Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping).
    - Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed.
        The option appears now, but the lights and siren won't operate at zero condition.
    - Fixed multiple lightbar parts appearing in the vehicle mechanics ui.
    - Fixed incorrect effect of distance on critical-hit chance with firearms.
    - Fixed pans holding less water than pots.
    - Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete.
    - Fixed issues with new gas bottles and containers in backpacks.
    - Fixed missing distributions for barbequestore and bathroom/shelves.
    - Fixed Canned Fruit Beverage not having reduce thirst value.
    - Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua.
    - Fixed missing translation string ContextMenu_FuelCapacity.
    - Fixed inconsistent GoodHot from WildEggs tooltip.
    - Fixed ContextMenu_PanicNoSleep not being translated in one instance.
    - Fixed IsWaterSource parameter from BleachBottleGasoline.
    - Fixed issues with eating quarter and half portions of small amounts of food.
    - Fixed recipes to tear denim and leather - temporary fix pending improvement.
    - Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal
    - Fixed missing tooltip for SafehouseAllowNonResidential server option
    - Fixed ContextMenu_ContextMenu_FuelCapacity typo.
    - Fixed the wrong sprites being used for windows sometimes.
    - Fixed one of the molotov cocktail producing unwanted empty bottles.
    - Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers
    - Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave.
    - Fixed missing period in Tooltip_item_RainFromGround.
    - Fixed hot drinks with alcohol being too strong.
    - Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves.
    - Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices.
    - Fixed missing item Violets that got accidentally removed
    - Fixed Peaches having evolved recipe food type "Berry"
    - Fixed various mapping issues.
    - Fixed misbehaving transfer of media items (CDs) when installing/uninstalling vehicle radios by removing it for now, as the current method causes issues in MP. Will be resolved in next build.
    - Fixed a redundant/duplicate exclusive trait definition in MainCreationMethods.lua that could allow the Obese trait to be taken twice under some circumstances.
    - Fixed NullPointerException in IsoGameCharacter.Eat().
    - Fixed incorrect error messages when loading map_meta.bin version 194 and up.  This only changes error messages that are printed when rooms or buildings don't exist.
     

    CODE / ENGINE
     
    - Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator.
      Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters.
      These duplicate separators didn't seem to hurt anything.
  10. Like
    valkyrienyanko reacted to Batsphinx in 41.73 UNSTABLE RELEASED   
    HOTFIX JULY 28th:
     
    - Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer.
     

    HOTFIX JULY 25th:

    - Fixed updates to the map causing zombies to spawn inside previously cleared buildings.
    - Disabled the transfer of media items (CDs) when installing/uninstalling vehicle radios, as the current method causes issues in MP. Should be resolved for the next unstable release
    - Re-added previously removed IGUI_PlayerText_CanNotExitFromMovingCar string
    - Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files.
    - Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows.
    - Fixed NullPointerException in IsoGameCharacter.Eat().
     
     
     
    Original post below:
    __________________________
     
    Barring any necessary hot fixes, this will likely be the last unstable patch before pushing the contents of 41.72 and 41.73 into the main stable branch.
     
    NEW
     
    - Gas container tooltip tweaks:
      1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase.
      2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui).
      3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units.
    - Updated Community Translations
    - Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage.

    MODELS AND ANIMS

    - added masks to extended idle xmls to not clip as much,
    - added relevant extended idle anims where needed
    - capped off hoodieUP xfiles to stop transparency
    - adjusted hoodieUP texture for new cap
    - added blood locations to a couple of missing shirts
    - re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes
    - adjusted Hat_Spiffo mask to display properly on character
    - re-exported missed zombie body textures that had outlying pixels
    - adjusted male and female HighViz vests to visually work similar to hunting vests
    - reworked Male and Female HighViz vests
    - changed HighViz vest body location
    - tweaked Hunting vest masks to work better with underlying clothes

    MODDING

    - Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors.

    FORAGING / SEARCH MODE

    - changed double click behaviour of search mode pins to place items into the current selected player inventory panel if possible
    - adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap
    - fixed an exploit with search focus when spamming the search mode button which could force items to change type
    - fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item

    BALANCE

    - Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice.
    - Added Basil to more recipes.
    - Better handling of evolved recipe item name when they only have spice ingredients.
    - Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles.
    - Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed.
    - CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from.

    FIXES

    - Fixed mapper-placed broken windows not being smashed IsoWindow objects.
    - Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping).
    - Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed.
      The option appears now, but the lights and siren won't operate at zero condition.
    - Fixed multiple lightbar parts appearing in the vehicle mechanics ui.
    - Fixed incorrect effect of distance on critical-hit chance with firearms.
    - Fixed pans holding less water than pots.
    - Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete.
    - Fixed issues with new gas bottles and containers in backpacks.
    - Fixed missing distributions for barbequestore and bathroom/shelves.
    - Fixed Canned Fruit Beverage not having reduce thirst value.
    - Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua.
    - Fixed missing translation string ContextMenu_FuelCapacity.
    - Fixed inconsistent GoodHot from WildEggs tooltip.
    - Fixed ContextMenu_PanicNoSleep not being translated in one instance.
    - Fixed IsWaterSource parameter from BleachBottleGasoline.
    - Fixed issues with eating quarter and half portions of small amounts of food.
    - Fixed recipes to tear denim and leather - temporary fix pending improvement.
    - Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal
    - Fixed missing tooltip for SafehouseAllowNonResidential server option
    - Fixed ContextMenu_ContextMenu_FuelCapacity typo.
    - Fixed the wrong sprites being used for windows sometimes.
    - Fixed one of the molotov cocktail producing unwanted empty bottles.
    - Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers
    - Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave.
    - Fixed missing period in Tooltip_item_RainFromGround.
    - Fixed hot drinks with alcohol being too strong.
    - Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves.
    - Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices.
    - Fixed missing item Violets that got accidentally removed
    - Fixed Peaches having evolved recipe food type "Berry"
    - Fixed various mapping issues
     
  11. Like
    valkyrienyanko reacted to Batsphinx in 41.72 UNSTABLE released   
    Latest patch unstable beta released!
     
    As ever, if you find that your mods have become unstable then please inform the relevant mod authors - and be patient while they revise and update  Thank you!

    -----------------------------------
     
    NEW
     
    - Added the MapRemotePlayerVisibility server option for Multiplayer.
      1 = Remote players aren't visible on the in-game map
      2 = Remote players in the same faction or sharing a safehouse are visible
      3 = Remote players are always visible
     
    - The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
      When not in debug mode, these options are available:
      - Players
      - Remote Players (client only)
      - Player Names (client only)
      - Symbols

    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
     
    - Give zombies that are targeting a player higher priority for pathfinding than other zombies.
    - Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.
     
    - Added new loot maps from Pat Bren.
    - Split the single Louisville map-item into nine separate maps.
    - Added Louisville maps to the loot tables.
     
    - Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
    - Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
    - Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.
    - Added "Default=" to combobox sandbox-option tooltips.

    - Allow empty bottles to store gasoline.
    - Added water capacity in context tooltip when filling water container (if only 1 item type)
    - Updated community translations.
    - Updated credits.

    - Improved icon draw for context menu
    - Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
    - Added a way to rename a savefile in the load-game "More..." panel.
    - Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)

    - Allow building double doors inside buildings.  This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
    - Added checks for wall-like obstacles that should prevent opening or closing double doors.
    - Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.

    - Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
    - Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
    - Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
     
    SFX
     
    - Updated sound banks.
     - New action music track.
     - Fixed one male zombie voice looping the Hit sound.
     - Added missing sound for taking water from a dispenser.
    - Added an ambient sound to the Gas-2-Go pumps.

    - Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.

    - Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
    - Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation. 
     
    MAP

    - Full export of the current Knox Event map, not including new areas being worked on. This will be the final B41 map update.
     - Updates many farms and farmsteads
     - Improves upper class areas in Louisville
     - Adds many new tiles on the tilesheets
     - Fixes many and various community-reported map issues and bugs
     
    FOOD AND RECIPES
     
    - New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
    - New Canned Condensed Milk item; can be used for the same recipes as milk.
    - Balance adjusted assorted values of food items and recipes.
    - Appropriate bottles can now hold gasoline.
    - Baloney and salami can be sliced.
    - Many food items have more options for being used as evolved recipe ingredients.
    - Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
    - Crayons can be used to write notes and mark the map.
    - Toast can be made from Bread Slices by cooking them.
    - New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
    - Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
    - Whole Pizza item added.
    - Glasses and cup items can be filled with water.
    - WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
    - Canned Condensed Milk item; can be used for the same recipes as milk.
    - Maggots that spawn with zombie corpses will be mildly poisonous.
    - Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
    - When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
    - For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
    - Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
    - Added placeholder texture for Bag_MedicalBag.
    - Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
    - Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
    - More flexible Tag support for writing notes.
    - Added Tomato Paste item for pizza crafting.
    - Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
     
    BALANCE

    - Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
    - Watermelon must be sliced or smashed before being able to eat it.
    - Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
    - Only Bread Slices and Toast can be placed inside Toasters.
    - Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
    - Many recipes adjusted to allow for more ingredient flexibility.
    - Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
    - Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
    - Changed Rip Clothing recipe
    - HandWeapon.weaponSprite is saved if it is different than the item-script's value.
    - Slightly increased zed attraction to gunshots in MP
    - Reduced the endurance loss when missing a hit (especially when pushing).
    - Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
    - Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
    - Added a "Slice Onion" recipe so Fried Onion Rings can be made.
    - Made the Composter thumpable by zombies.
    - Sometimes the corpses that spawn as the player explores the world will be fake dead.
    - As corpses progress in rot stages they have a chance of becoming fake dead.
    - Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
    - As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.
    - Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
    - Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.
    - Adjusted weight of Spears
    - Floor tiles will now provide a maximum of 1 nail when dismantled.
    - Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
    - Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.

    ANIMS

    - Added new fill from bourbon bottle anim
    - Changed fill from bourbon bottle xml to use new anim

    Emote Wheel adjustments:
    - Adjusted some emote bone masks to reduce clipping
    - Added some stealth emote versions to reduce clipping and posing awkwardness
    - Added emote states for different weapon poses
    - Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
     
    Idle extension adjustments:
    - Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
    - Added normal stance extensions anims, where appropriate
    - Added normal stance extension xml for different weapon stances, where appropriate
     
    MP

    - Various anti-cheat improvements

    - Sync and physics improvements for vehicles.
        - Refactored and decreased vehicle physics packet size.
        - Vehicle interpolation was refactored and improved .
    - Improved towing physics and behaviour.
        - Updated PZBullet library on all platforms.
        - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.

    - Optimized Vehicle authorization on exit
    - Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory. 
    - Visual data for damaged/fixed clothing will now sync between clients.
        
    - Hit reaction translation length is now calculated by appropriate animation clip
    - Use WaveSignal packet on client
    - Improve auth/towing for cases with two drivers/swap tow
    - Stopped clients updating rotting corpses and fake-dead corpses.
    - Added check for IsoDeadBody.getHumanVisual() being null.
    - Server will send the success result of recipes checksum validation if the client is untouchable.
        - The game will calculate the checksum using the original recipe name.

    - The driver now stops the vehicle before they exit from the vehicle or switch seat.
        - Added ISBaseTimedAction timed action.
        - The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now.
        - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.
    - The SystemDisabler.doDisableTunePhysicDelay variable was added

    - If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.
    - The game server will not send the PlayerUpdateReliable packets from players who are far away.
    - Improvements for some anti-cheat checks
    - ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
    - Added log message for LUA debugger

    - Improve vehicle logging
        - Add DebugLogStream noise methods
        - Logs can be filtered by severity
    - Reformatted log streams for damage, death, and multiplayer log types
    - Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
        - Command entered in general chat tab changes severity on the client
        - Command entered in admin chat tab changes severity on the server 

    - Fixed Zed appearance not syncing between players.
    - Fixed one player being able to use two radios / walkie talkies.
    - Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
    - Fixed vehicle radio using wrong coordinates.
    - Fixed vehicle radio not working in the same way as world placed radio.
    - Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
    - Fixed vehicle radio text processing.
    - Fixed trailer authorizations / floaty trailers.
    - Fixed Item Remove tool not removing items from containers on a server.
    - Fixed clients sending StopSound packets to the server for zombie vocals.
    - Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
    - Fixed clients sending climb-over-wall sounds.
    - Fixed seat authorizations.
    - Fixed null pointer exception in the VehicleManager.serverPacket function.
    - Fixed incorrect delay-tuning algorithm. 
    - Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
    - Fixed issues when characters are hit by trailers.
    - Fixed corpses disappeared when killed by trailer
    - Fixed issues with vehicle physics debug log messages.
    - Fixed Admin being kicked because of incorrect checksum.
    - Fixed car changing its place after re-login.
    - Fixed normal vehicle not being removable in mods.
    - Fixed movement sound when vehicle is stopped.
    - Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
    - Fixed disappearing trailers.
    - Fixed physics update limits.
    - Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
    - Fixed attached cars being disconnected after re-login.
    - Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
    - Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
    - Fixed empty RequestGetFull being sent.
    - Fixed vehicle passenger could have vehicle authorization after collision.
    - Fixed vehicle collision owner.
    - Fixed tow re-attach.
    - Fixed vehicle seat switching.
    - Fixed passengers seeing black boxes at high speeds.
    - Fixed vehicle not damaging players after re-login.
    - Fixed vehicle local simulation pass through another vehicle.
    - Fixed player can't become owner of pushed vehicle.
    - Fixed bouncing vehicle authorization at the end of local simulation.
    - Fixed player can exit or sleep in moving car.
    - Fixed rare incorrect vehicles authorization after towing.
    - Fixed engine sound disappearing without a driver.
    - Fixed car not stopping when driver changes their place due to cruise control.
    - Fixed error when try to type "[" in Item list viewer.
    - Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
    - Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
    - Fixed clipping vehicles.
    - Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
    - Fixed Vehicle simulation speed depending on locked fps.
    - Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true. 
    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.

    MODS

    - Improved log for lua errors. Now it shows if it modified file error
    - Added list of mods in Pause menu + this list show mods that cause errors
     
    FORAGING
     
    - Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.
    - Turn the player to face a forage item when picking it up.

    - Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
    - Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
    - Zone.getTotalArea() returns the area of polygon and thick polyline zones.
        Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
        For other types of zones, width * height is returned.
    - Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
        As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
    - forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
    - forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.

    ADMIN/DEBUG

    - Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
        - Controls:
        - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
        - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
        - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.
    - Added trigger thunder tool (for admins).
    - Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).

    - Changed LootZed manager opening on RMC-ContextOption on container button.
    - Allowed admin to create any VHS out of spawned VHS-home (like in debug).
    - Added sync for Health panel cheats.
    - Trailers debug is improved.
    - Small fix to Lua closure.
    - Improved spawn vehicle menu.
    - Added ability to change weight in Player Stats window.
    - Added destroying objects without a sledgehammer if building cheat is on.
    - Added sliders for change weight and calories in debug panel.
    - Added Step Into, Step Over, and Resume buttons to the Lua debugger.

    - Improved ContextMenu
    - Now you can add icons for context options:
           local myOption = context:addOption("My option name", ...)
           myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")

    - Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
    - Improved Debug/Admin options.
    - Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings. 
        - Added Door Options can be found in the Right-Click Context Menu -> Objects.
        - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
        
    - Added 'make noise' options to attract zombies.
    - Added option for removing all zombies in a zone to the Admin tools.
    - Added icons in context menu for ADMIN/DEBUG options.
    - Added elapsed time since server started in server statistics info.
    - Added access to some Admin tools for moderators.
    - Added an external anim debug UI for Martin.
    - Removed the line "Press Esc to open Admin panel" from Server toolbox UI

    FIXES

    - Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days.
    - Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu.
    - Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.
    - Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer.
    - Fixed the composter becoming unusable after moving it.
    - Fixed being able to move a composter if it has compost in it.
    - Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked.
    - Fixed clothing dryers and washers not consuming fuel from generators.
    - Fixed generator fuel consumption not being updated properly when turning things on and off.
    - Fixed picking up and placing powered objects not updating generator fuel consumption.
    - Fixed battery-powered radios consuming generator fuel.
    - Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more.
    - Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator.
    - Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side.
    - Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers.
    - Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated.
    - Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet.
    - Fixed VehicleAmbiance stopping immediately after starting sometimes.
    - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting.
    - Fixed Base.BareHands.HitFloorSound.  It was trying to play the non-existent default BatOnFloor sound.
    - Fixed hot food not cooling down when placed on the ground.
    - Fixed incorrect weights of weapons with upgrade parts.
    - Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50.
    - Fixed hearing rain hitting a vehicle when the vehicle is inside a building.
    - Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building.
    - Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function.
    - Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI.
    - Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall.
    - Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground.
    - Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground.
    - Fixed and adjusted many model "world" attachments.
    - Fixed bug when character weight does not decrease if day length > 1 hour
    - Fixed equipped radios only updating for one splitscreen player.
    - Fixed stacking of military crates and the popcorn machine.
    - Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures.
    - Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options.
    - Fixed accidental change of Muldraugh map bounds to Louisville area.
    - Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with.
    - Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked.
    - Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key.
    - Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake.
    - Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change.
    - Fixed the animation played when filling Bourbon and Wine bottles.
    - Fixed bunker tiles cutaways.
    - Fixed blood appearing on destroyed windows.an destroyed fences.
    - Fixed holding SHIFT made weight decrease faster.
    - Fixed holding SHIFT without moving having the same impact as running on hunger.
    - Fixed sitting on a chair giving a different endurance regen than sitting on ground.
    - Fixed car's engine not taking damage when running over zombies when the hood was removed by player.
    - Fixed not losing endurance when stomping zombies in the legs.
    - Fixed more cases where indoor zombies can spawn in inaccessible locations.
    - Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square.
    - Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code.
    - Fixed missing tile properties on the Public Garbage Bin (and added translation).
    - Fixed the Small Crate (found in Greene's Grocery) not being stackable.
    - Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed.
    - Fixed the properties on some new stove sprites.  They became IsoThumpable instead of IsoStove.
    - Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.
    - Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game.
    - Fixed the Lua debugger not handling changes to screen resolution.
    - Fixed bug in vehicle skin editor in SP.
    - Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs).
    - Fixed tile properties on a stair railing creating invisible walls.
    - Fixed CornerNorthWall and CornerWestWall not having tile properties.
    - Fixed zombies only playing their Hurt sound one time when hit on the ground.
    - Fixed spear-charge zombie kills not being counted.
    - Fixed the container highlight color not being displayed for painted crates.
    - Fixed not being able to sleep on brown picnic table.
    - Fixed Spiffo's green arrow requiring farming skill to be picked up.
    - Fixed some desks that couldn't be picked up.
    - Fixed some office whiteboards that couldn't be picked up.
    - Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING.
    - Fixed bug when generator can charge vehicle battery.
    - Fixed water containers not getting fully emptied when watering crops.
    - Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text.
    - Fixed players being able to start changing parts of vehicles when inside a certain vehicle.
    - Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory.
    - Fixed missing translation for new movable Medical Desk.
    - Fixed bug with rip clothing menu.
    - Fixed bug with double checking fishing net.
    - Fixed being able to dismantle favorited Electronics.
    - Fixed bug player not takeing nearest item in inventory for smoking.
    - Fixed character info panel showing male player model when the character was female. 
    - Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer.
    - Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed.
    - Fixed radios with dead batteries still being turned on.
    - Fixed missing space after the water amount in the farming tooltip
    - Fixed the animation speed of the wind effect on water being faster at higher framerates.
    - Fixed fog from a previous game appearing briefly when loading a different game.
    - Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed.
    - Fixed the character-info-window help dialog not resizing to match the height of the text.
    - Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn.
    - Fixed the 'pinned' state of the character-info window not being preserved.
    - Fixed the 'pinned' and 'visible' states of the forage ui not being preserved.
    - Fixed flashlights no longer falling out of hands when climbing over walls
    - Fixed lack of shoveling sound when filling in graves.
    - Fixed being unable to dismantle Electronics with a favorited Screwdriver.
    - Fixed Flashlights falling out of hands when climbing over walls.
    - Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes.
    - Fixed granola bars and cookies being perishable.
    - Fixed missing fruit cocktail item.
    - Fixed items being used in evolved recipes not having their thirst values reduced.
    - Fixed Pancakes being unable to be burnt.
    - Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients.
    - Fixed partially eaten food not getting lighter in some circumstances.
    - Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits.
    - Fixed the names used for ingredients in evolved recipe names to be shorter.
    - Fixed the junk tables entries in the loot distribution tables being affected by zombie population density.
    - Fixed PiePrep not having a debuff.
    - Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - Fixed added several missing models.
    - Fixed renamed items are now limited to a new name of 28 characters or less.
    - Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes
    - Fixed renamed items being able to have new names of more than 28 characters 
    - Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss.
    - Fixed music not restarting after creating a new character in-game.
    - Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused.  Food models are rendered as Cooked or Rotten but not both.
    - Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right.
    - Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time.
    - Fixed the custom weight of trapped animals not being preserved.
    - Fixed inaccurate weights for partially eaten food items with custom weights.
    - Fixed renamed items not being limited to a new name of 28 characters or less.
    - Fixed accurate weights for partially eaten food items with custom weights.
    - Fixed claustrophobic characters being able sleep in small rooms by  right-clicking the bed from outside the room.
    - Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP.
    - Fixed vehicles with premium radios installed not being able to play CDs in them.
    - Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models.
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes.
    - Fixed missing Sport T-shirt icons.
    - Fixed missing tooltip explaining that to purify some water containers, a microwave must be used.
    - Fixed error with Baguettes being unable to be used to make sandwiches.
    - Fixed missing add-all option in the fill menu for Generators.
    - Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.
    - Fixed Sweet Pies being unavailable in the crafting UI.
     
    CODE / ENGINE

    - Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator.
      Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters.
      These duplicate separators didn't seem to hurt anything.
     
     
  12. Like
    valkyrienyanko reacted to Batsphinx in 41.70 Unstable Released   
    41.70

    BALANCE AND TRANSLATIONS

    - Updated community translations.
    - Deleted media/lua/shared/Translate/EE
    - Item distribution and recipe code fixes and changes

    FIXES

    - Fixed WorldItemModelDrawer.java applying ModelScript.scale twice
    - Fixed Hyperthermia or hypothermia occurring when the player sleeps - if length of the day more than 4 hours
    - Fixed node.skinCelcius accumulatubg too large values (hundreds and thousands)
    - Fixed Lua errors using the 16 new insect lures.  Definitions were missing in fishing_properties.lua.
    - Fixed the player's hair/skin changing after sleep
    - Fixed IsoWorldInventoryObject.ignoreRemoveSandbox not being saved.
    - Fixed the "Consolidate All" command so it combines drainable items one at a time, instead of waiting until the end of a longer combined action.
    - Fixed vehicle trunk capacity not lowering when zombies thump on it.
    - Fixed "CHEAT: Set Part Condition" not affecting trunk capacity in single-player.
    - Fixed clients not being able to sleep in cars or tents when the SleepNeeded server option is false.
    - Fixed clicking on an expanded stack of greater than 50 items selecting other items not in the stack.
    - Fixed new players knowing media lines saved in recorded_media.bin when loading an old save with an already-dead player. This shouldn't be happening if an old save is loaded with an alive player who then dies.
    - Fixed not being able to place items that are in bags on the ground.
    - Fixed items being deselected when clicking the scrollbar in the inventory and loot windows.
    - Fixed inventory and loot container buttons responding to mouse-up events when the button wasn't clicked and items aren't being dropped on them. Dragging the scrollbar and then releasing the mouse button over a container button would act like a left click.
    - Fixed tall 3D item models being clipped off at the top when rendering them as textures.
    - Fixed PVPFirearmDamageModifier and PVPMeleeDamageModifier tooltips which now read "Damage multiplier for ..." instead of "Added damage for ..."
    - Fixed dragging items onto inventory and loot container buttons selecting the container.
    - Fixed typo with Tooltip_BookTitle_9.
    - Fixed sawing a JS-2000 Shotgun with a Choke Tube upgrade not removing the Choke Tube, which isn't allowed on the Sawn Off JS-2000 Shotgun. The Choke Tube is now returned to the player's inventory.
    - Fixed incorrect hunger calculation for the Muffin recipe.
     
  13. Like
    valkyrienyanko reacted to DenisX3_Scg in Throwable objects   
    A similiar mechanic of "The Last of Us" to lure zombie hordes away from our path, if there are 20 Zombies that might see or hear you you could just throw a glass bottle on the other side of the road/inside a house/ on a window/ on the head of a zombie dealing damage, same for cans, rocks and maybe bricks(?) Having their own damage and sound area
  14. Like
    valkyrienyanko reacted to Batsphinx in 41.68 Released   
    41.68 compiled changelist

    (Also including 41.67 from the unstable branch)
     
    MP
     
    - Cheat control
     - Each anti-cheat can now be disabled via server option
     - Several anti-cheats can now be configured via server option
     - Anti-cheats are disabled by default for co-op hosted servers

    - Max/Min/Default values hint is added to ServerOptionChange UI window for double and integer server options
    - Old SafetySystem tooltip text is changed in accordance with new icon
    - GhostMod and NoClip are removed when admin gets player access level

    - Adjusted anti-cheat thresholds
    - Player is not kicked on coop host server
    - Adjust MP gain XP limit by sandbox XPMultiplier value
    - Fixed typo in UI_ValidationFailed_Type9
    - System property "rconlo" is added to make RCON server listen on loopback interface only
    - New IsoObjectID class replaces ZombieIDMap.

    - Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server. The server browser and favorites list will display "... and N more" after the list of mods, when there are more mods than are displayed.  This is to fix some servers reporting ??? as their version number, which prevents people from joining.
    - The server will exit if there are syntax errors in the servername_SandboxVars.lua file.
    - The server's servername_SandboxVars.lua is saved after loading it to update it to the latest version with comments.
    - Added missing buttons to disable toggle in admin panel UI
    - Added closing admin panel UI if player has no access level or revoked privileges
    - Added closing safezone tool UI if player has no access level or revoked privileges
    - Clarified safehouse tooltip - show all reasons why a safehouse cannot be claimed

    - Added server option "SafehouseAllowNonResidential" to allow claiming all buildings
    - Added confirmation before releasing a safe house
    - Fixed the owner sometimes showing in safehouse member list
    - Added check when releasing safehouse if player is the current owner or an admin
    - Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online
    - Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects
    - Added updating of the safehouse online member count periodically
    - Added allow changing safehouse owner to players which are a member
    - Added extended server quit logging
    - Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler().
    - Added isConsistent() call to GameServer.receiveSyncClothing().

    - Fixed both options on yes/no confirmation when quitting a safehouse removed the player
    - Fixed zombie that can be deleted by admin or zombie owner
    - Fixed server hanging on quit command because of active RCON connection
    - Fixed CD and VHS tapes possibly being different for each client.
    - Fixed GlobalModData.save() not being called on the server.
    - Fixed ZomboidRadio.Save() not being called when other things are saved on the server.  It was called every 10 game-world minutes, however.
    - Fixed Lua error in ISPlayerStatsManageInvUI after calling the /additem command in multiplayer.
    - Fixed issues with the Stitch packet.
    - Fixed repeated exceptions in GameClient.sendAddedRemovedItems() when a container object is null for some reason.
    - Fixed adding items to or removing items from containers not being synced in multiplayer if the player teleports before the changes are reported to the server.  This was one cause of the issue fixed above.

    NEW

    - Added "Enable left joystick radial menu" accessibility option.
    - Updated community translations.
    - Added 3D models (not all in-game yet)

    ENGINE
     
    - Updated Windows and Linux FMOD to 2.02.05.
    - Added error checking and logging when initializing FMOD.  The sound system is disabled when errors occur.

    MODDING

    - Made the maximum allowed tiledef file number 16382. File numbers 0-99 are reserved for the game, as was already the case. The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each. However: please note that values higher than 8190 result in NEGATIVE sprite IDs. Numbers higher than 16382 definitely aren't allowed due to using 32-bit integers to hold sprite IDs.
     
    FORAGING

     - Added Search Focus system for foraging
       -focus is set in the investigate area window
       -only one focus may be active at a time
       -increases chance to find certain categories of item when searching
       -player must be skilled enough to identify the item category to focus on it
       -focus effectiveness is determined by player skill and category
       -hidden item categories will not be rerolled (rare find protection)
       -square must be valid to roll the item type (cannot be used to find plants on roads)

    - Fixed duplicate clothing effect displayed in ZoneDisplay tooltip
    - Fixed missing per player render flag in ISBaseIcon
    - Tidied spriteAffinities definitions
    - General tidying and alignment of tables
    - Removed stone/firewood identify category skill requirement
    - Added translations for search focus functions
    - Added controller support for search focus
    - Fixed medicinal herbs requirement - check for recipe instead of trait "Herbalist"
    - Fixed tooltips flickering in Zone Display
    - Added tooltip to make long tips easier to read without scrolling
    - Added zone display tip for using search focus
    - Updated focus check to occur before item preview is placed
    - Added blocking search focus for sprite affinity items

    BALANCE

    - Fixed Axeman not applying bonus for swing speed
    - Added correct adjustment of exercise fatigue.
    - Updated community translations.

    FIXES
     
    - Fixed car dashboard delay when taking damage
    - Fixed doors missing their glass, and the triangle-shaped floors_exterior_natural_01 dirt tile.
    - Fixed disassembling player-built floors resulting in two floor tiles after reloading, an auto-generated wood floor plus a dirt tile.
    - Fixed the result of FMOD::Studio::System::getCoreSystem() not being checked properly for errors.
    - Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui.
    - Fixed a BufferOverflowException when the number of reanimated player zombies is high.  (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer)  to be loaded for this exception to happen)
    - Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer.
    - Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition.
    - Fixed phantom item-transfer actions playing after crafting sometimes.
    - Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain().
    - Fixed starting the MusicCombined event doing network stuff.
    - Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded.
    - Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer.
    - Fixed unnecessary pause when starting in debug
  15. Spiffo
    valkyrienyanko reacted to Batsphinx in 41.68 UNSTABLE released   
    HOTFIX
     
    Now preparing for a release - so please let us know if anything weird is cropping up out there in server-land.

    NEW

    - Added "Enable left joystick radial menu" accessibility option.
    - Updated community translations.
    - Added 3D models (not all in-game yet)

    MODDING

    - Forbid mod tiledef file numbers outside the range 100 to 8190. File numbers 0-99 are reserved for the game, as was already the case.  The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each.

    FIXES

    - Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer.
    - Fixed unnecessary pause when starting in debug
  16. Like
    valkyrienyanko reacted to Pandorea in 41.68 UNSTABLE released   
    There are no Tequila bottles in vanilla game. So you're better off addressing first issue with the mod creator.
     
    Translations are done by volunteers so it's not really up to us either.. You can wait until it's done or you can do it yourself.
  17. Like
    valkyrienyanko reacted to LuisHernandez in 41.68 UNSTABLE released   
    Hey guys, what's up? 
     
    I know you guys might read this a lot, but I wanted to thank you for giving me one of the best games I've ever played in my life.
    This is precisely the kind of game that I love, and someday I would like to be able to create, I am from Mexico and I have approximately 2 weeks with this game, and more than 158 hours on Steam. 
    I have followed your tweets, videos and comments and you are the kind of company I would like to create with friends. I am 28 years old and I am a big fan of you. Keep it up, you guys are being awesome
     
  18. Spiffo
    valkyrienyanko got a reaction from Tibila in Show Character Info / Skills On Death Screen   
    If I recall correctly all the death screen shows is your kill count, it would be nice if it showed the skills and other stats you had up to this point.
  19. Like
    valkyrienyanko got a reaction from Jericoshost in General Tasks Made Easier with Chained Pathfinding Automation   
    1. Farming can be tedious when you have to right click on each tile to do X task.
    Suggestion: Add a right click option (that only appears when you right click on a farming tile) that will find all nearby farming tiles and do them all from nearest to farthest. (e.g. pathfind to A, then do A, then pathfind to B and then do B, etc)
     
    2. Sorting loot across several containers can be tedious from times.
    Suggestion: Allow players to tag containers by categories (e.g. Food, Literature, Ammo, Guns, etc), and add a right click option that will allow a players character to pathfind to all these nearby containers and drop off all their loot in the respective containers marked by their tags.
     
    3. Disassembling furniture
    Suggestion: Add a right click option (that only appears when you right click on something that can be disassembled) that will disassemble all nearby props that can be disassembled (will pathfind from nearest to farthest)
     
    4. Hauling corpses to a specific tile / area
    Suggestion: Add a right click option (that only appears when right clicking corpses) that will automate pathfinding hauling all nearby corpses to a specified zone
     
    5. Hauling loot to a specified container
    Suggestion: Add a right click option to automate hauling all loot from one container to another (player will pathfind between points A and B until A has no more loot and B has all the loot from A)
     
    6. Driving to a location specified via in-game map
    Suggestion: Player marks a location on map, they will drive to this location automatically.
     
    Any of the above tasks could be cancelled at any time if the player moves around on their own.
     
    The above tasks could also be integrateded with NPCs in the future.
     
    Perhaps the above tasks could be combined into more advanced multi-tasks. (e.g. a combination of hauling loot and driving between 2 zones)
  20. Like
    valkyrienyanko got a reaction from uberten in Show Character Info / Skills On Death Screen   
    If I recall correctly all the death screen shows is your kill count, it would be nice if it showed the skills and other stats you had up to this point.
  21. Like
    valkyrienyanko reacted to lemmy101 in 41.66 UNSTABLE released   
    MAKE SURE TO BACK-UP before continuing a save.
    This is an unstable (i will back up my save) release and you can expect bugs.
     
    Server operators will find .zip files with their server backups, should they need to revert. 5 cycling incremental backups each server run, and a special backup per version change. It can also be configured to backup periodically while the server is running, but you may expect a few seconds of lag if you do this.
     
    Accessible via unstable steam branch, server and client.
     
     
    41.66 CHANGELIST
     
    MP CHANGES
     
    Increased experimental maximum player limit to 100. Default remains at 32. Servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution.
      Optional Login Queue system for MP servers added. 
        - Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game.
       - LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out.
      Added options for automatic server backups. Several cheating security fixes to prevent unwanted admin access as well as unwanted actions performed by clients.
      Several improvements and fixes for VOIP. Added Automatic Gain Control options. Allow VOIP and text to travel to radios tuned into the same frequency. Non-equipped stationary radios now two-way for text comms.
      Added admin panel tool for creating custom safehouses/safezones Added new PvP icons. Moved to the left hand side with the other UI icons. It will be moved up further before hitting the stable branch. Servers now set a Steam server rule named "PVP" with a value of "1" or "0" depending on the value of the "PVP" server option. This can be used by server browsers to distinguish between pure PVE and PVP enabled servers. Added a "SledgehammerOnlyInSafehouse" server option:
        - if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse.
      Added buildUtil.setHaveConstruction
        - This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings.
       - set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet.
      Updated /rainstart /rainstop and /thunder commands Added /lightning /startstorm and /stopweather commands Added providing optional reason in KickUserCommand Added providing optional coordinates in AddVehicleCommand Updated text for server commands Updated ShowOptionsCommand to allow use by non admins Disabled doubled-up commands AddAllToWhiteListCommand and AddUserToWhiteListCommand Removed unnecessary server options.
      Updated overhead username display
        - with only ShowFirstAndLastName enabled, show player nam
        - with only DisplayUserName enabled, show username
        - with both options enabled, show player name with username in brackets
      Server .ini file now has the tooltips for the various options and settings attached as comments Added limit for server public names to 64 characters and public descriptions to 256 characters Disabled NightLengthModifier since it is currently non-functional. Will be reintroduced soon. Added check and teleport for safehouse trespassing.
        - Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled
        - Fixes issue with players intruding in safezone areas via movement exploits
      Safehouse fixes:
    admins and moderators can quit safehouse (if not owner)
    admins and moderators can invite themselves to a safehouse
    do not show the 'Quit Safehouse' button to admins who are not in this safehouse
      Fixed non-relevant Lucky/Unlucky traits being usable in MP. Fixed some duplication exploits. Fixed being unable to access/change player inventory as admin. Fixed Ping Limiter not working.  Fixed showing the "ADMIN POWER:" debug text in multiplayer. Fixed some cases where crashes at low speeds cause fatal injuries. Fixes for some instances where black boxing could still occur when players were passengers in vehicles. Fixed an exploit that allowed bypassing container item limits. Fixed non-members being able to perform moveables actions inside safehouses. Fixed admins in ghost/invisible mode still making sounds. Fixed "Medical check" on another char in a car causing chars to be stuck in a car Fixed crawlers sometimes teleporting when trying to path to a player. They will now turn to the target. Fixed, via removal, defunct server option "LogLocalChat". Fixed kicks in relation to Safehouse creations. Fixed being able to exit a vehicle when inside a safehouse without having appropriate permissions. Fixed a bug that rendered passengers unable to leave a car. Fixed death by bleeding while driving causing a kick from the server Fixed not being able to die near other players until hp drops down, and not being able to move if char died while other players try to rescue. Fixed looting animation stopping when another player attempts to grab the bag/container. 

    NEW
     
    Added back the "Toggle Music" key binding, bound to nothing by default. It appears under the new "Audio" category near the bottom of the key-binding UI. Players can now dismantle several player-built structures (floors, etc) Corner pillars will now be built automatically when placing walls/fences etc. Updated Kingsmouth and Studio maps. Room definitions, bed and foundation fixes, added video cameras, military equipment, and more. Added tooltip information on what mod an item is from. Can be turned off in main options. Added "Inventory Container Button Size" Display option to change the size of the buttons on the right-hand side of the inventory and loot windows. Updated Survival Guide. Merged into a single window and also made to work with a controller Added trait reset button to character creation screen. Implemented the blue combination washer/dryer appliance. Use the context menu to switch between washer and dryer mode. Context Menu is now usable in the loot panel backpack list. Added more CDs and VHS tapes, including Dog Goblin sequels. Updated ISCraftingUI and CraftTooltip to display multiple choice item counts, as well as heat requirements for recipe ingredients Added AllowFrozenItem parameter to recipes and evolved recipes Added Perogies, Peppermint, Potato Pancakes. Added OnCreate item script property.

    BALANCE
     
    Setting Cruise Control now starts at current speed when switched on Attempting to sprint when the character is too exhausted to sprint will now make the character run as fast as they can instead of walking and having to press the "Run" key separately. Fixed M16 still having its initial experimental values. No longer a death laser. MinDamage reduced to 0.8, MaxDamage reduced to 1.4. Greased back hair now requires hair gel. Frog legs and whole fish are now dangerous uncooked. Military lockers and crates now movable. They'll also contain loot. Unified spawn items and starter kit functions in SpawnItems.lua. Fixed drinking directly from river/puddles not making characters sick.  Drinking tainted water now more merciful if character is already sick. Added ability to use sheet ropes to create log stacks Fixed players not becoming bored inside player-built rooms. Agoraphobic and Claustrophobic traits fixed to work inside player-built rooms. Added relevant tile properties (pick-up, rotate, water source etc) to: new farm dirt tile, washer-driers, dead farm plants, hay bales, red mobile tool cabinet, troughs, play castles, bird baths, sinks and more.
      Spear charge fixes (MP and SP): charge only zombies in front of the player reset sprinting time when spear charge occurs  

    NOISEWORKS
     
    Added a volume automation for the hard of hearing trait in addition to the muffling we already had, additional -6db (needs some testing if this is okay) Added EmptyPan sound for "Empty Frying Pan" and 2 other recipes.  The sound is a placeholder for now.  Added values MeleeHitSurface for per-weapon door-hitting sounds. Added DoorSound=WoodShackDoor for new door sounds for wood-plank doors. Added StoveTimer sound. Added sounds played while constructing gravel-bag and sand-bag fences. Added sounds for turning media devices on/off and muting/unmuting. Added Dismantle sound for radios and televisions.  Added generator repair, connect and refuel sounds.  Added sounds for drinking and filling containers from water dispensers. Added new climb sound for high finces. Added bullet impact sounds. Added the violin melee hit/whoosh sounds
      Minor volume tweak to zombie voices when they're very close, they were a bit too loud Added occlusion to vehicle engines, horn, sirens (needs some testing) Slight adjustment to the bass of the footstomp Play PourLiquidOnGround when emptying paint buckets and similar items. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Play the FallLight sound when tripping over a hedge/tree.  

    IN-GAME MAP
     
    Added a button to the in-game map to remove all annotations and forget map knowledge. Hide the mini-map when the inventory and loot windows are visible when using a controller (so the mini-map doesn't overlap). Display controller button prompts in the in-game map. Play the MapOpen and MapClose sounds when viewing the in-game map.
      Fixed the in-game map view not being centered on the player the first time it's displayed, when the mini-map is also used. Fixed moving map symbols with the mouse. The mini-map will be moved up a few pixels before hitting the Stable branch in order to not cover up the MP info.  

    KNOX EVENT MAP
     
    Export of current dev map - including some new locations and improvement of general landscape Pylons and radio masts added to map Various map fixes  

    FORAGING / SEARCH SYSTEM
     
    Added foraging tips system to investigate area window. Added some fixes to make the system work with controllers. Overlay radius now used instead of item radius for placing investigate arrow markers. Restructured trait/profession multipliers - now uses definitions. Added profession and trait category specialisations.
        - Big bonuses to spot categories for professions.
        - Small/medium bonuses to spot categories for traits. Added functions for modders to add trait/profession definitions. Added ammunition category to urban loot. Added medical category to urban loot. Added clothing items to urban loot. Added some more misc items/fruits/veggies. Added pinecones (only available from September to December). Added pinecones can be used as campfire fuel. Show spotting arrows immediately when the player notices something. Force-find now reveals an item nearby for the player instead of just moving it closer. New identifying items system - items can be identified if close enough or from afar with high skill. Zone display now reveals exact categories when reaching high enough level (identifyCategoryLevel). Set a minimum dark overlay value so the search radius is always visible even in bright daylight. Categories can be more or less common (or not available) during rain or snow. Items can be more or less common (or not available) at night or during the day. Items and categories can be more or less common (or not available) after it has rained. Items are moved to player inventory if a backpack goes over capacit - Yotherwise dropped onto the floor. Refactored, bugfixed and documented many functions. Fixed resetting itemTotal when fillZone is called. Fixed inverted light level values when indoors. Added foraging weather effect reduction for equipped umbrellas. Increased darkness/weather effect reduction cap. Resolved an issue with calculating foraging darkness/weather effect reduction. Fixed issue causing item markers to disappear when looking away. Added a chance to generate extra items on affinity sprites - more firewood in forests - more stones on roads. Tweaked and tidied bonus item generation and syncing. Added a flag to bonus icons for future management. Set affinity check to occur after all icons are loaded. Activate nearby zones inside radius. Allow multiple categories per affinity sprite. Show item ghost before spotting if in visible radius. Added bonus vision definitions for all professions. Place item marker arrows when inside item spotting radius if item is visible. Cloud darkness and fog level visibility increased on zone display. Added some variation to the zone display fog. Added zone display vision effectiveness tooltip. Updated search info tip. Skip checking icons outside loaded cell. Changed default itemDef value canBeOnTreeSquare to true. Added more search radius/trait/profession bonus info to Investigate Area tooltip. Added showing the poison skull on forage pins for mushrooms/berries if player has herbalist skill. More categories visible on Investigate Area window tooltip with high skill. Tidied up and documented ISSearchManager/ISBaseIcon. Tweaked forageSystem penalty calculations. Fixed icon arrows remaining on screen when sprinting. Added short sighted foraging debuff can be removed by wearing glasses/reading glasses. Added testFuncs to skill definitions. Fix rerolling zone icons while sprinting. Fix spotting icons while fast forwarding. Vision radius calculations refactored and tidied. Icon performance improvements. Fixed icons recreating with incorrect conditions. Reduced and capped stuttering caused by cell checks. Fixed overlay toggling in vehicles. Improved search radius transitions when toggling mode. Improved forage zone activation, icon moving, bonus icon generation. Fixed wild crop seed spawns. Fixed using the wrong broccoli type for foraging. Fixed issues in force find tracker. Skip sprite affinity checks on squares with trees or attached data. Fixed missing spaces in search window tooltips. Fixed missing item texture on pins for floor items. Fixed moved objects spawning bonus items. Removed performance impact for ISSearchManager, ISZoneDisplay, ISSearchWindow when UI not visible. Removed seasonal variances from medicinal plants Added WildPlants category for seasonal wild foods Updated ISSearchManager table resets to use table.wipe Updated radius and modifiers in ISZoneDisplay vision tooltip Tidied up some debug stuff in ISZoneDisplay Added foraging profession and trait specialisations for WildPlants  
    Balance:
    Increased maximum possible spotting range further for specialised characters. Reduced base XP rewards for foraging. Tweaked icon density in zones. Insects, mushrooms, herbs are now much more common at night. Medicinal herbs are much easier to see. Increased medicinal herb yields. Herbs and mushrooms are more common in the rain and after it has rained. Added disabling search mode if a zombie is very close (about 1 square away). Reduced headwear vision penalties, added penalties for more types (not hats, never hats). Increased chance of items to be on affinity sprites (stones on stones, etc). Allow affinity icons to be moved again if they were not noticed before. Malus for item size adjusted to a curve to be less punishing. Rebalanced many item sizes with overrides for spotting (fruit trees, crops, etc). Reduced berries poison level by a lot - not likely to be fatal. Reduced mushroom toxicity range - still very risky to eat unidentified. Added additional food sickness penalty for consuming poison berries and mushrooms. Added a new increased minimum vision radius for well-lit squares. Increased variance of medicinal herb yields. Weather penalty calculation tweaked for snow cover. Weather penalty maximum increased. Overlay radius tweaked to use forageSystem min/max size values. Stones more likely to be found in cracks in the road + rates increased on roads. Removed skill requirements for some item categories. Tweaked sprite affinity and bonus icon chances. Tweaked sprite affinity/bonus icon chances. Foraged drainable items roll for a remaining amount. Increased zone icon density. Additional variation for zone density. Added more sprite affinities to trash, junk icons, and insects. Reduced chance of finding rotten wild foods. Increased chance of fresh wild foods with high skill. Profession and trait vision modifiers also affect the overlay maximum vision radius. Increased vision cap for extremely skilled and specialised characters. Decreased vision cap for non specialised characters. Ensure vision radius bonus always applies when aiming or sneaking. Rebalanced profession and trait darkness effect modifiers. Check darkness cap before placing item marker arrows. Removed override item size for some small items. Added more sprite affinities to categories. Dead animals much more likely to be stale or rotten. Aiming takes priority over crouching bonus in forageSystem. Bonus vision effects apply to maximum radius. Chance to find logs reduced. Rebalanced vision radius/view distance for spotting. Increased maximum hunger bonus for food items. Tweaked vision penalties for clothing. Increased base spotting speed and bonus spotting speed when aiming/sneaking. Reduced snow cover and cloud penalty. Umbrella rain penalty reduction increased and only applies to rain. Minor zone item count balance tweak. Added more sprite affinities for stones. Adjusted profession vision bonuses. Category chances tweaked to accommodate WildPlants. Debug: Added a new IsoMarker type for debugging icon vision radius. Added icon vision radius + category info debug options. Added debug option: "Show Icons Locations".
       Splitscreen fixes:
    Fixed split screen icon syncing. Fixed picking up forage icons with controller in split screen. Moved forage icon pickup option to the top of right click context menu. Increased range of back button wheel pickup option. Back button wheel forage options now use item textures. Added discard item option to back button wheel. Tidied up changes for split screen icon syncing. Fixed syncing of arrows/markers when an item is moved or removed. Fixed removal of icons noticed by co-op player. Added zone display split screen support. Sync forage item poison values in splitscreen co-op. Fixed a bug when co-op player simultaneously picks up items in ISForageAction  

    MODDING
     
    Added ISCarMechanicsOverlay.PartList[].vehicles tables to any parts that don't have them. VehiclePart.setInventoryItem() no longer calls setModelVisible(true|false) for all models, because this interferes with some mods that choose different models based on which item is installed for a part. Instead, a new method VehiclePart.setAllModelsVisible(true|false) was added that is called from these Lua functions:
                    Vehicles.Init.XXX
                    Vehicles.InstallComplete.XXX
                    Vehicles.UninstallComplete.XXX
        Mods that define "init", "install.complete" and/or "uninstall.complete" Lua functions can now choose to hide or show whichever models they want.
        Additionally, VehiclePart.repair() now calls the part's "init" Lua function (if it is defined) when creating a missing item.
        This allows the "init" function to hide or show models.
      The game will look for mod texture-pack files named Pack2x.floor.pack (correct) and then Pack.floor2x.pack (incorrect) if the first file doesn't exist. Added IsoGameCharacter.XP.setPerkBoost(Perk perk, int level). This is for mods that want to change an existing player's XP multiplier for a skill. Added IsHidden parameter for recipes and evolved recipes
        - If true, this hides the recipe on the crafting menu
        - Hidden recipes are still able to be crafted via the right click menu
        - Evolved recipes are hidden unless a result item exists
             - This allows adding additional ingredients via the crafting menu  

    CONTROLLER
    Pressing and holding the left analogue stick displays a radial menu that allows toggling crouching, sitting on the ground, and auto-walking. A quick press of the left joystick button toggles crouch, the same as before. Pressing the controller A button when a text entry has the focus displays the on-screen keyboard.
        - Left shoulder button changes focus between the text entry and keyboard.
        - D-pad navigates in the text entry. Foraging / Search mode improved to work with controllers.  

    FIXES
    Fixed a Lua error when trying to spawn a new character in game when the AllClothesUnlocked sandbox option or Character.CreateAllOutfits debug option is enabled. Fixed the "Aim Outline" option default being "None" instead of "Ranged Weapons". Fixed the volume controls not working in multiplayer. Fixed Home VHS tapes switching from blank to not-blank after reloading sometimes. Fixed some unique Home VHS tapes never being spawned. Now CDs and VHS tapes are randomized in ItemPickerJava. Fixed translation files from required mods having priority over the mod that required it. If mod B requires mod A, then mod B's translation files will be loaded first so they override the same translation in mod A, if present. Fixed sitting zombies facing random angles in multiplayer. Fixed an IllegalArgumentException in IsoChunk.SafeRead() when reading an empty map_X_Y.bin file. Fixed the mini-map displaying the game's map data in cells that have been overridden by mods. Fixed some curved-road zones. Fixed traffic jams on curved roads by implementing "traffjam / ParkingStall" and "rtrafficjam / ParkingStall" for polyline zones Fixed exercises not starting when a two-handed weapon attached to the back is equipped in both hands. Fixed a thread-synchronization bug with ZomboidFileSystem.getString() accessing RelativeMap. This led to walls not being cutaway due to failing to load the CircleStencil Shader. Fixed Character.Debug.PlaySoundWhenInvisible default being true when it should be false. Fixed a few cases where sounds from invisible players could be heard in multiplayer. Fixed bug in world dictionary when an item similarly named to a base item but with different module would be removed. This was due to scriptmanager.getModule defaulting to 'base' when the module was not found. Fixed scriptmanager.getModule testing for equals("Base") or startsWith("Base.") instead of startsWith("Base"). This would otherwise result in the same error happening still if one would name their module for example "BaseBuilding". Fixed item loading when trying to create an item with the same name in a different module. When a mod adds "MyMod.Apple" this a new item that exists alongside "Base.Apple", when MyMod is removed the "MyMod.Apple" bytes in the saves should be skipped. However due to ItemFactory.CreateItem calling the same scriptmanager functions that default to "Base" when no module found, it would try and instance "Base.Apple". Fixed bug in WorldDictionary ItemInfo where print debug would not print all lines. Fixed GameLoadingState doing GameClient stuff in single player. Fixed any exception that occurs when the "failed to create vehicles database" message is displayed not being printed. Fixed spawned fish in shops and stories unable to be filleted. Fixed getting extra materials when multiple players scrap an object. Fixed being unable to construct objects or floors through an open window. Fixed being unable to disassemble closed doors facing S and E. Fixed "take pills" anim playing only once when the action is queued. Fixed 'take pills' action being possible while running (it has no animation). Fixed the resize behavior of the "Select Spawn Location" ui. Fixed disallowed scrolling of map description in the "Select Spawn Location" ui using a controller. Fixed some forest and vegetation zones near curved streets. Fixed "ReceiveRemoveCorpse: incorrect square" messages on the client due to corpse rotting. These messages weren't errors. Fixed incorrect looping in RandomizedZoneStoryBase.cleanAreaForStory(). Fixed multithreading issues on the server with the vehicles database.  Fixed radial menu for light sources only available for secondary item slot Fixed double-clicking a watch runs an action but doesn't equip it. Fixed adhesive bandages weighing too much. Fixed mechanics books not being in SkillBook category. Fixed missing Fishing.OnCreateFish function on server. Fixed default name of a profession preset not being the name of the profession (has a number if there is already a preset with that name) Fixed bowl of beans recipe not scaling to source can's hunger reduction. Fixed two-tile table stories possibly spawning on two different tables, possibly with a wall in between. Fixed trailers being detached on the client but attached on the server. Fixed explosive traps not damaging zombies in singleplayer. Fixed server soft-reset throwing errors. Fixed "bare hands" checks which used translated item names. Fixed lightbulbs breaking even if unpowered. Fixed inability to plumb sinks in existing buildings if the water is still on. Fixed zombies densities not affecting loot spawn in MP. This caused Sledgehammers and other items to be a lot rarer in MP than in SP. Fixed not being able to climb over tall fences when a vehicle is nearby. Fixed being able to get XP from VHS tapes again after relog. Fixed TVs showing test screen (only happens 14 days after apocalypse and onward). Fixed one TV screen not showing in the screen 'animation'. Fixed the first channel not being properly loaded when radio loads its savefile. Fixed, via disabling, zomboid radio debugger in mp client that was throwing errors due to stuff not being present on client Fixed bug that caused the temperature panel to display all values as zero. (the call to PZMath.clamp in the panels would randomly pick the int or float overload between diff game boots). Also added Thermoregulator node debugger panel. Fixed WAV sounds flickering between speakers when near the player's location. Fixed some problems with clothing losing condition due to holes. Fixed the client savefile not being deleted when the server savefile is soft-reset or recreated. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Fixed trap synchronization issues in multiplayer (including multiple explosion sounds). Fixed noise-trap sound continuing after the trap is picked up. Fixed farm-plant names not being translated in multiplayer. Fixed missing translation for "Spent Rounds" in firearm tooltips. Fixed Disassemble tooltips for movables showing the incorrect object name (and no icon) Fixed unlimited maximum title and text entry for journals, notebooks, paper Fixed impossible disassembly of tall fences south and west of player Fixed missing radioInteraction codes for perks Fixed bug in RadialProgressBar with texture offsets Fixed bug in ISSafetyUI where second part of the radial cooldown would display incorrectly. Fixed alarms being enabled in buildings the player spawns in (in MP). Fixed NullPointerException in DeadPlayerPacket.set(). Fixed ability to have more than three saved splitscreen players in multiplayer. Fixed issues managing saved splitscreen players in multiplayer. Fixed SafeHouseRemovalTime greater than 596 removing safehouses. Fixed player facing direction never getting set on the server. Fixed Survival Guide error showing the guide when isShowFirstTimeSneakTutorial() is true. Fixed the "Learned Recipe" text above the player's head when watching a VHS not being translated. Fixed EvolvedRecipe.java using DecimalFormat (which uses the default locale) and instead use NumberFormat.getInstance(Locale.US) to try and fix rare crafting exceptions. Fixed getting Fitness XP without exercising when starting exercises while aiming. Fixed being able to dismantle carpentry window frames and door frames before removing the window or door. Fixed Z location check in RecipeManager isNearItem Fixed playing sound from the waist of zombies that are on the ground and instead play from their head. Fixed incorrect plant names (and "Mystery Plant") being displayed in the farming-info window. Fixed not being able to dismantle Metal Floor. Fixed, via removal, leftover Multi-core option that had no effect anymore. Fixed double-jump animation climbing over fences when holding a two-handed weapon. This mostly occured on Linux distributions. Fixed Pacifist trait not reducing XP gains with LongBlade weapons. Fixed Soup bowls, Stew bowls and Pie Slices inheriting original hunger values. Fixed not being able to scroll the outfit panel with the mouse wheel in the character-creation ui (with all outfits enabled). Fixed setStopOnWalk/setStopOnRun recipe function typos. Fixed uncooked Omelette being safe to consume. Fixed an ISZoneDisplay error when debug teleporting in single player. Fixed placing 3D items skipping a movement step if the player begins at the destination. Fixed being unable to pack/unpack frozen egg cartons. Fixed evolved recipes with matching item names not displaying correctly in ISCraftingUI. Fixed possible to add uncooked ingredients when cooking is required via ISCraftingUI. Fixed being unable to use "vegetable sacks" after they are emptied. Fixed temperature and frozen status of items used in recipes not being maintained. Fixed being unable to add burnt ingredients to recipes requiring cooked items. Fixed Paperbag icon. Fixed sports car front trailer attachment. Fixed lack of check for ReplaceOnCooked when drainables are cooked. Fixed duplicate entries in newBags, clothing_bags, newitems scripts. Fixed sackProduce items not being in items_food script. Fixed new tongs item not being called kitchen tongs (due to metalworking tongs existing). Fixed characters queueing the "Exit Car" action and therefore being able to exit a car when they should not be able to. Fixed characters being able to open/close vehicle doors while vehicle is in motion. Fixes to tutorial to improve SteamDeck experience Fixed collision for rain tanks, roof fences, large green lockers, Acorn plaza signs . Fixed not being able to jump turnstiles in both directions. Fixed being unable to rest on Red Theatre Chair. Fixed transparent stockings making the player's legs transparent. Fixed Lua error in MapSpawnSelect when the filename entry is hidden. Fixed pyramid.zip files not being allowed in Steam Workshop uploads. Fixed 3D models being clipped in savefile thumbnails when the minimap is displayed. Fixed duplicate ZombiesZoneDefinition.StreetPoor. Fixed the music volume setting being implied improperly. Fixed the sound of zombies eating continuing to play while exiting to the main menu.
     
     
  22. Like
    valkyrienyanko reacted to EnigmaGrey in Merge some mods from workshop into base game and some other suggestions I had   
    As Burger Time points out with towing,  farming and erosion were entirely redone by RJ and Turbo when they were hired to be devs.  Trailers/towingcame about because additional features were requested to enable the mod to work better, which was equivalent to just having our own version of towing. 

     
    Don't think there's ever been a case of just merging or taking a mod. It usually was a total redo while hiring that modder as a dev.  I know that's probably not what you meant, as you said "implemented," but I just wanted to clarify this for others reading the thread. 
  23. Like
    valkyrienyanko got a reaction from CaptKaspar in Ability to Merge All Keyrings into One Keyring   
    Lots of people die in multiplayer and respawn leaving their keyrings behind and sometimes we loot our previous bodies and get extra keyrings we don't need.
     
    I suggest to add the option to add "Merge all keys to current keyring" when you right click a keyring and you have more than 1 keyring on you. This would also destroy all the useless keyrings on you and you end up with only 1 keyring again.
  24. Like
    valkyrienyanko got a reaction from getstoopid in Ability to Merge All Keyrings into One Keyring   
    Lots of people die in multiplayer and respawn leaving their keyrings behind and sometimes we loot our previous bodies and get extra keyrings we don't need.
     
    I suggest to add the option to add "Merge all keys to current keyring" when you right click a keyring and you have more than 1 keyring on you. This would also destroy all the useless keyrings on you and you end up with only 1 keyring again.
  25. Like
    valkyrienyanko got a reaction from traindoc in Ability to Merge All Keyrings into One Keyring   
    Lots of people die in multiplayer and respawn leaving their keyrings behind and sometimes we loot our previous bodies and get extra keyrings we don't need.
     
    I suggest to add the option to add "Merge all keys to current keyring" when you right click a keyring and you have more than 1 keyring on you. This would also destroy all the useless keyrings on you and you end up with only 1 keyring again.
×
×
  • Create New...