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Aiteron

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  1. Pie
    Aiteron reacted to Batsphinx in IWBUMS 41.45 released   
    NEW
     
    - Allow crowbars to be used to remove wood barricades, and use animations for it
    - Added context-menu commands for adding all fuel items, and all fuel items of a certain type, to barbecues, campfires and fireplaces.
    - The warm-hands-by-a-fire now works with fireplaces.
    - Added 'world' attachments to shotgun models.
    - Added a shit ton of new male names, female names and surnames taken from 1994 US census so every other character isn't called Marina Hodgetts. (Thanks to Jam for putting these together.)
    - The inspect-clothing command will transfer items to the player's inventory if needed.
    - Inflating vehicle tires will stop at the maximum pressure instead of always adding 5. It was annoying having to cancel the action at the right time.
    - Play the "craft" animation when adding patches to and removing patches from clothing.
    - Updated translations.
    - Display "Sleep on Ground" instead of "Sleep" in the context menu when no bed is selected.
    - The "Sleep" tooltip displays the quality of the bed which can be Bad, Average or Good.
    - Added cooler (can be worn in hands).
    - Added satchel (3 variations, can be worn on back or in hands).
    - Added briefcase spawns
    - Added pistol case.
    - Updated some textures for bags.
    - Allow the player to shove (and stomp) sooner after attacking with a weapon.
    - The crafting ui displays the the player's skill level for recipes with required skills (such as Make Trap Box).
     Required skills are displayed in red text if the player's level is below the required level.
    - Added methods Recipe.getRequiredSkillCount() and Recipe.getRequiredSkill().
     Recipe.getRequiredSkill(int index) returns a RequiredSkill object with methods getPerk() and getLevel().
     
    IMPROVED FOG SYSTEM
     
    - brand new awesome fog now added
    - added display option for new fog, can toggle between high quality, medium quality and legacy (build 40)
    - changed fog generation, now variable duration based on day mean temperature.
    - added chance of grey tinted fog effect to storms.
    - added guaranteed strong tinted fog effect to tropical storm, now very distinctive.
    - modified blizzard effects to work well with new fog.
    - added new fog control panel to debug menu.

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

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

    MODEL AND ANIM CHANGES
     
    -adjusted geometry so the gas mask works better with hats.
    -added another body location to BodyLocations.lua (MaskFull)
    -made welding mask part of the MaskFull body location
    - Changed the cough/sneeze/fidget animations (the 'ext' state) to play as a sub-state of the 'idle' state.
    -re-exported TShirt_white to not have buttoned front
     
    FIXES
     
    - Fixed the wrong animation playing when putting on baseball caps.
    - Fixed NullPointerException in IsoGridSquare.getPuddlesDir(). This happened with a fireplace.
    - Fixed some missing translation files
    - Fixed not being able to equip and unequip items while aiming.
    - Fixed zombie fence-flop crawling attacks hitting the player through closed doors.
    - Fixed recipes without required skills not working.
    - Fixed items not being taken from bags when equipping a light source.
    - Fixed equipping an item in one hand when it looked like it should be equipped two-handed when dragging an item onto the primary/secondary icons.
    - Fixed being able to climb through closed windows sometimes.
    - Fixed not being able to reload an empty magazine while aiming.
    - Fixed gunshot sounds and muzzleflash effects while sitting on the ground.
    - Fixed exception when lighting a barbecue or fireplace with gas.
    - Fixed timed actions not working while the warm-hands-by-a-fire animation is playing.
    - Fixed warm-hands-by-a-fire animation possibly continuing long after the fire goes out.
    - Fixed being able to fish at long distance with spears. (also one of the problem was if you only had a spear and open the UI, it was considered as a fishing rod!)
    - Fixed transition animation from standing to sitting on ground not playing.
    - Fixed available hotbar slots not updating when using a controller.
    - Fixed timed actions not starting while aiming in a vehicle.
    - Fixed the player getting stuck exiting a vehicle if it was done while aiming.
    - Fixed toggle aim on/off not working in vehicles.
    - Fixed the aim-assist cursor not disappearig after the player dies.
    - Fixed long lines of text extending outside the crafting and switch-vehicle-seat windows.
    - Fixed the automatic moving of items on vehicle seats not moving an item if it used all the remaining space on a seat.
    - Fixed regularity map being re-initlized if fitness instructor/fireman.
    - Fixed regularity progress bar showing incorrect values (it could never be at 100%!)
    - Fixed the info popup in the profession/traits ui not being hidden when going to the previous or next screen.
    - Fixed containers with capacity 3 or less not getting extra capacity from the Organized trait. This affected Fanny Packs.
    - Fixed corpse inventory capacity being affected by the Organized and Disorganized traits. Player inventory capacity has never been affected by these traits (only bags).
    - Fixed issues with the "Campfire Info" command after right-clicking on a campfire that is behind a wall.
    - Fixed being able to drive a vehicle forward in reverse gear.
    - Fixed being unable to look around by holding the right mouse button while in a vehicle with the window closed. This worked when holding the Aim key, but not when holding the right mouse button. 
    - Fixed "All All" not adding all charcoal to barbecues, campfires and fireplaces. It will add one unit of charcoal (30 minutes) at a time until all is used.
    - Fixed zombies moving through walls after climbing over a fence sometimes. This was easy to reproduce north of the West Point police station when fast-forwarding.
    - Fixed cough/sneeze/fidget animations playing more frequently at higher framerates.
    - Fixed context-menu cooking translations for latest version of Translatoid
    - Fixed clothing mod data being lost when reversing caps, putting hoods up/down, etc.
    - Fixed not facing doors when locking and unlocking them via the context menu.
    - Fixed not gaining only strength and not fitness exp when doing some fitness exercices.
    - Fixed being able to open multiple fitness UI.
    - Fixed double door and stick traps returning more than they took to craft.
    - Fixed sleep traits not affecting how much a char sleeps
    - Fixed not being able to disassemble large metal shelves
    - Fixed not being able to remove tiredness with restless sleeper
    - Fixed front strength not showing properly in debug climate plotter
  2. Spiffo
    Aiteron reacted to Batsphinx in IWBUMS 41.44 released   
    NEW
     
    - Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
    - Use radio buttons instead of checkboxes for available bags in the forage ui.
    - Bloodied and dirtied backpacks can now be washed.
    - Removed the "Age" stat from the character info panel
    - Add Yes/No prompt after pressing quit to desktop
    - Arrange option-screen controls better when the resolution changes.
    - Re-enabled the FPS counter - displayed with K by default. Should work okay now.
    - DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
    - Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
    - Added new hairstyles - center parting, side partings etc
    - Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
    - Added petrol can 3D models (also petrol can can now be held in hands)
    - Forbid switching between front and back seats in the police car, since there's a divider between them.
    - Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
    - Added animations for equipping and un-equipping items and clothing.
    - Added new sitting animation used when performing timed actions.
    - Allow fishing rods, spears and lures to be taken from bags when used.
    - Allow stopping ringing clocks and watches in inventory while moving.
    - Updated translations.
     
    COMBAT FIXES
     
    - To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
    - Zombies standing behind the player will not prevent ground attacks.
    - As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
     than 1.5.
     
    - Given a choice between two zombies on the ground:
     1) Give higher priority to a zombie that is getting up.
     2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
     
    - Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
     
    - Fixed infinite ammo exploit with RackAfterShoot firearms.
     
    - Improved the appearance of the aim outlines around zombies and improved colors.
    - Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
     "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.
     
    FITNESS
     
    (Will require balance still, and will be put into the health panel next to temperature etc. in next patch)
     
    - Right click anywhere to bring up the fitness UI.
    - Select an exercise (some require items, like dumbbell), select how much time and click ok.
    - Exercise Fatigue will be induced approx 12h after the end of exercise.
    - Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
    - The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
    - System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
    - Includes "struggling" version of exercises for lower fitness level characters.
    - Some professions have existing regularity in certain exercises (fitness instructor, fireman..)

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

    FOX'S CUTAWAY POLISH
     
    - Player-built walls that enclose a space no longer collapse if there's no window
    - Fixed cutaway starting as soon as character sets foot on stairs
    - Fixed cutaways loading issues
    - Fixed cutaway of fences and walls starting a bit too late.
    - Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
    - Fixed cars being seen through closed garages
    - Fixed cutaways with missing tile properties
     
    MODDING AND TRANSLATION
     
    - Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items.
     Previously, it was using the old DisplayName_XXX translation.
    - Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
    - Added %-substitutions to translations:
     ContextMenu_Add_Ingredient
     ContextMenu_Create_From_Ingredient
     ContextMenu_From_Ingredient.
    - Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
    - Added "Tags = Screwdriver" to the Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Added Tags=CanOpener to TinOpener.
    - Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
    - Added Tags=FishingRod and Tags=FishingSpear to rods and spears.
     
    ANIMATION CHANGES
     
    -cropped Bob_RunStumble.X
    -tweaked xmls to get smoother get up from scramble
    -capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
    -unified Bob_WeddingJacket.X normals
    -created ShortSleeveShirt Body Location
    -changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
    -hiding fanny packs with certain clothing items
    -removed ApronTEXTURE from outfit Waiter_Diner
    -capped some male and female clothes
    -tweaked transition and blends between run and sprint. sneak versions also done.
     
    UI TIDY-UP
     
    - Hide the post-death text when the quit-to-desktop dialog is visible.
    - Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
    - Fixed layout of some things at different font sizes.
     
    OPTIMIZATION
     
    - Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
    - Declared a lot of classes and fields 'final'.
     
    FIXES
     
    - Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
    - Fixed ambulance door mask to correct left and right
    - Fixed some see-through clothing on corpses
    - Fixed the player being immune to attacks from the front while holding bags in both hands.
    - Fixed Sugar not having nutritional value
    - Fixed Stone Axe weighing more than elements needed to assemble it
    - Fixed Cooked Rice and Pasta never rot
    - Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
    - Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
    - Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
    - Fixed exception in IsoCell.CullFullyOccludedSquares().
    - Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
    - Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
    - Fixed lua error when build cursor is on empty squares (above ground level) 
    - Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
    - Fixed being able to dig graves in interior
    - Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
    - Fixed trap spawning items when regularly removing it (non breaking)
    - Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
    - Fixed not racking some weapons after each shot.
    - Fixed issues with firearm and magazine weights.
    - Fixed muzzleflash textures not being visible on the first shot.
    - Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
    - Fixed the debug FPSGraph not being rendered unless the clock is visible.
    - Fixed corpses being drawn beneath railroad tracks and graves.
    - Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
    - Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
    - Fixed SmallCar extents not matching physicsChassisShape.
    - Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
    - Fixed animation lockup with emotes.
    - Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
    - Fixed deafening multiple thunder noises on speeds > 1
    - Fixed exception when scavenging if more than one type of item is found.
    - Fixed items required for repairing items not being taken from bags.
    - Fixed "Dig Furrow With Hands" not being displayed when using a controller.
    - Fixed the hotbar being displayed for splitscreen players using a controller.
    - Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
    - Fixed lua error repairing vehicle parts.
    - Fixed the player tripping in trees when in ghost mode.
    - Fixed getting free ammo when spamming the unload-magazine command.
    - Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
    - Fixed drainable items losing their Favorite status when emptied after being used in recipes.
    - Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
    - Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
    - Fixed clothing sometimes not getting a hole when it should.
    - Fixed sprinters pursuit collision
    - Fixed a lots of missing cutaway properties.
    - Fixed tied hair that's grown out still having 'untie' options
    - Fixed fishing from a long distance away
    - Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
    - Fixed missing overlays in pie shop
    - Fixed saplings grown by erosion system slowing and scratching player
    - Fixed various mapping bugs
    - Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
    - Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons
     unless the player's inventory (not a bag) was displayed.
    - Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.
  3. Spiffo
    Aiteron reacted to Nebula in Cats and dogs   
    Question / Suggestions - about cats, dogs, etc. climbed many times already. The developers plan to add animals to the game, but do not expect this content in the near future.
     
    Planned animals
    Rabbits will roam the countryside. Artificially intelligent animals wandering around the world on their own are expected for version 1.0. List of planned animals Rabbit American Black Bear Brown bear Deer Squirrel Elk Birds  
    Probably only after this list we will see cats and dogs ... but this is not certain.
  4. Like
    Aiteron reacted to Hyzo in Ammocraft B41   
    Adds ammocrafting to Project Zomboid
     
    Workshop:  https://steamcommunity.com/sharedfiles/filedetails/?id=2245813444
    GitHub: https://github.com/AccountHyzo/Ammocraft
     
    To make any one round of any weapon caliber you will need a bullet tip, a casing of corresponding caliber and an amount of gunpowder depending on the caliber and then bring it together with a Reloader press.


    You can find boxes of both tips and casings scattered around Knox county, but you can also re-use your old casings and make your own gunpowder as well as cast your own bullets if you find the right book with the knowledge to do so!
    Gunpowder runs out quite quick so I added Jars of gunpowder that hold 10 regular gunpowder so this mod might make the game unbalanced for those who like to use pipe bombs.
     
    -Adds several magazines with the recipes for dismantling ammo.

     
    -Adds new icons for all magazines and ammo types.

     
    -Two new tools with icons and 3D models: Reloading press and a pair of pliers.

     
    Any feedback is appreciated! It's hard to get spawn rates to be balanced.
     
  5. Like
    Aiteron got a reaction from Damano in Towing car mod   
    You will be able to tow cars using a tow rope.
    Now you don't have to leave your favorite car to pick up a new one.
     
    New item (tow rope), custom towing physics.
    -------------------------------------------------------------------------------------------------------------
    Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2241990680
    -------------------------------------------------------------------------------------------------------------
    Works with mod "Filibuster Rhymes' Used Cars!". And with other mods, that add new vehicles.
     
    Permission : Ask for permission

    Video overview / tutorial:
     
    Supported languages: (Need help with translate)
    - English
    - Russian
     
    (Also need help redrawing the icons and the cover)
     
    Enjoy
  6. Like
    Aiteron got a reaction from Faalagorn in Towing car mod   
    You will be able to tow cars using a tow rope.
    Now you don't have to leave your favorite car to pick up a new one.
     
    New item (tow rope), custom towing physics.
    -------------------------------------------------------------------------------------------------------------
    Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2241990680
    -------------------------------------------------------------------------------------------------------------
    Works with mod "Filibuster Rhymes' Used Cars!". And with other mods, that add new vehicles.
     
    Permission : Ask for permission

    Video overview / tutorial:
     
    Supported languages: (Need help with translate)
    - English
    - Russian
     
    (Also need help redrawing the icons and the cover)
     
    Enjoy
  7. Spiffo
    Aiteron got a reaction from GoodOldLeon in Towing car mod   
    You will be able to tow cars using a tow rope.
    Now you don't have to leave your favorite car to pick up a new one.
     
    New item (tow rope), custom towing physics.
    -------------------------------------------------------------------------------------------------------------
    Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2241990680
    -------------------------------------------------------------------------------------------------------------
    Works with mod "Filibuster Rhymes' Used Cars!". And with other mods, that add new vehicles.
     
    Permission : Ask for permission

    Video overview / tutorial:
     
    Supported languages: (Need help with translate)
    - English
    - Russian
     
    (Also need help redrawing the icons and the cover)
     
    Enjoy
  8. Pie
    Aiteron reacted to nasKo in Witness the Fitness   
    Let’s break with recent Thursdoid tradition and talk about MP progress first this week.
    Or, rather, just show this video as it probably does more to underline recent advances made in the pursuit of multiplayer release for the IWBUMS public beta than can be put into technical-sounding words.
     
     
    Elsewhere work continues on the next update to the IWBUMS public build 41 beta.

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

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

      Turbo’s work on the fog system improvements we showed last week continues, and might be going into 41.45 – we will see how things fall.
    This week’s indoor camping death scene from NightmareFrost. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  9. Spiffo
    Aiteron got a reaction from Arsenal26 in Testing the idea of towing a vehicle   
    Towing car. Lua mod (alpha 1.0)
     
    Working on a car towing mod. I was able to move the car using lua code (math + physics + developer pain = this mod). Implemented the physics of towing with a tow rope.
     
    Video:
    https://youtu.be/hsXFA7XublU
  10. Like
    Aiteron reacted to Narrnika in The temperature in car is not correct when it is in room   
    Outdoor temperature: -1.3
    Room temperature: 22.0
    Temperature inside the car: 3.6
    The conditioner in the car is off.

  11. Like
    Aiteron reacted to EnigmaGrey in How to kill a thousand zombies with one item.   
    This will be changing . . .

    When you least expect it.
  12. Like
    Aiteron reacted to Svarog in How to kill a thousand zombies with one item.   
    I don't like fire too, it's extremely unrealistic in the way it works. It spreads too randomly without any rules, everything is flammable, except not. Sometimes I try to burn a 4x4 pile of corpses only to see that one tile of corpses got burned, fire is everywhere but it didn't touch what was next to it's point of origin, it just jumped around at complete random, on asphalt I might add. 

    And did I mention that rain can put out indoor fires?
  13. penisham
    Aiteron reacted to Wolfen in How to kill a thousand zombies with one item.   
    I REALLY don't like fire in this game
     
    For Zombies... they're zombies... if you try to burn them then you just end up with flaming zombies... an even bigger problem then regular zombies.
     
    If burned, a zombie's skin and muscles may get completely charred(and once eating away all the surface flammable material, then proceed to burn itself out), but even that shouldn't kill them, only destroying, a technically brain dead, reanimated brain works.
     
    If fire starts in a closed room, then the smoke and fire should -- eventually -- use up all the oxygen and smother itself out. Eating through a wall seems extremely unlikely
     
     
    And don't even get me started on fire burning on bricks, snow, and even snow
  14. Spiffo
    Aiteron reacted to nasKo in IWBUMS 41.42 RELEASED   
    Our priority right now is getting MP into a workable state. We absolutely need to nail MP this time around. We can't just release something "just working". 
    Right now, there is NOTHING for you to play because it isn't even "just working".
    If you check the video from the blog we've released today, you see that this would be entirely unplayable and pointless for us to release, because we already know it's not playable. It's not in a state where we *need* feedback. 
    Releasing what we have now would anger people needlessly, no matter how annoyed they are about how long it's taking. Instead, a broken release could possibly cause them to write negative reviews and ask "it took you this long to release *this*?".
     
    You being annoyed as a player checking every single update is understandable, but you're doing this to yourself. Don't check the updates because MP is not coming soon. 
    Check the blogs, that's where you're going to see what state it is in and if a release is near.
     
      
    IT'S FUCKING WEEK OF THE PENISHAM
  15. penisham
    Aiteron reacted to GoodOldLeon in IWBUMS 41.42 RELEASED   
    New patch and penisham is back? what a great day.
  16. Pie
    Aiteron reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  17. Spiffo
    Aiteron reacted to EnigmaGrey in Testing the idea of towing a vehicle   
    It’s possible they’ll be added, but there’s enough work involved that’d it’d be pretty much equivalent to implementing towing ourselves. 
     
    For other things, post your requests here or make your own thread and we’ll keep an eye on it: 
     
  18. Like
    Aiteron got a reaction from Massi in Testing the idea of towing a vehicle   
    I decided to make a car towing mod. I have some results, but this is not a simple mod. 
     
    I changed the source code of the game (decompiled, modified, compiled) and wrote a mod for lua.
     
    Stopped at the current state of the mod. (There is no point in continuing if the developers do not add the necessary code for the mod to the game and decompilation does not perfectly restore the code, so the decompiled files crash the game (I think the deadlock occurs))
     
    I added the following code to the game source code:
    1. OnVehicleUpdate event - trigger when vehicle update
    2. Change vehicle position (like setDebugZ(float))
    public void setDebugXYZ(float x, float y, float z) { this.tempTransform.set(this.jniTransform); this.tempTransform.origin.x = x - WorldSimulation.instance.offsetX; this.tempTransform.origin.y = z ; this.tempTransform.origin.z = y - WorldSimulation.instance.offsetY; setWorldTransform(this.tempTransform); }  
    This is not real towing. I'm teleporting transport now.
    Joints are needed for real towing. Now, as I understand it, the developers use the modified Bullet engine, and there are no joints in engine java api now.
     
    What I want to achieve with this functionality:
    1. Towing a car with a correct turn and physics similar to realism (imitation)
    2. For towing you need a special device or a special car
    3. Towing affects the movement of the car. (Depending on the weight of the towed vehicle)
     
    What I've done:
     
     
     
    How can I submit a request to developers for the methods I need?
     
    Write what you think about the mod idea. If there are a lot of people interested, perhaps the developers will implement the required functionality.
     
  19. Spiffo
    Aiteron reacted to EnigmaGrey in Testing the idea of towing a vehicle   
    RJ set this up sometime last year, but we decided to hold off until it could be visually set up, in addition to tied with the physics system. So far, there’s just been no time to revisit it.
  20. Like
    Aiteron got a reaction from Geras in Testing the idea of towing a vehicle   
    I decided to make a car towing mod. I have some results, but this is not a simple mod. 
     
    I changed the source code of the game (decompiled, modified, compiled) and wrote a mod for lua.
     
    Stopped at the current state of the mod. (There is no point in continuing if the developers do not add the necessary code for the mod to the game and decompilation does not perfectly restore the code, so the decompiled files crash the game (I think the deadlock occurs))
     
    I added the following code to the game source code:
    1. OnVehicleUpdate event - trigger when vehicle update
    2. Change vehicle position (like setDebugZ(float))
    public void setDebugXYZ(float x, float y, float z) { this.tempTransform.set(this.jniTransform); this.tempTransform.origin.x = x - WorldSimulation.instance.offsetX; this.tempTransform.origin.y = z ; this.tempTransform.origin.z = y - WorldSimulation.instance.offsetY; setWorldTransform(this.tempTransform); }  
    This is not real towing. I'm teleporting transport now.
    Joints are needed for real towing. Now, as I understand it, the developers use the modified Bullet engine, and there are no joints in engine java api now.
     
    What I want to achieve with this functionality:
    1. Towing a car with a correct turn and physics similar to realism (imitation)
    2. For towing you need a special device or a special car
    3. Towing affects the movement of the car. (Depending on the weight of the towed vehicle)
     
    What I've done:
     
     
     
    How can I submit a request to developers for the methods I need?
     
    Write what you think about the mod idea. If there are a lot of people interested, perhaps the developers will implement the required functionality.
     
  21. Like
    Aiteron got a reaction from Kappatao in Testing the idea of towing a vehicle   
    I decided to make a car towing mod. I have some results, but this is not a simple mod. 
     
    I changed the source code of the game (decompiled, modified, compiled) and wrote a mod for lua.
     
    Stopped at the current state of the mod. (There is no point in continuing if the developers do not add the necessary code for the mod to the game and decompilation does not perfectly restore the code, so the decompiled files crash the game (I think the deadlock occurs))
     
    I added the following code to the game source code:
    1. OnVehicleUpdate event - trigger when vehicle update
    2. Change vehicle position (like setDebugZ(float))
    public void setDebugXYZ(float x, float y, float z) { this.tempTransform.set(this.jniTransform); this.tempTransform.origin.x = x - WorldSimulation.instance.offsetX; this.tempTransform.origin.y = z ; this.tempTransform.origin.z = y - WorldSimulation.instance.offsetY; setWorldTransform(this.tempTransform); }  
    This is not real towing. I'm teleporting transport now.
    Joints are needed for real towing. Now, as I understand it, the developers use the modified Bullet engine, and there are no joints in engine java api now.
     
    What I want to achieve with this functionality:
    1. Towing a car with a correct turn and physics similar to realism (imitation)
    2. For towing you need a special device or a special car
    3. Towing affects the movement of the car. (Depending on the weight of the towed vehicle)
     
    What I've done:
     
     
     
    How can I submit a request to developers for the methods I need?
     
    Write what you think about the mod idea. If there are a lot of people interested, perhaps the developers will implement the required functionality.
     
  22. Like
    Aiteron reacted to Loskene in Tow rope   
    Because you need someone to steer and brake the car being towed. You haven't had to do this IRL have you? If you want to move a car with one person you need a flatbed truck and a winch. I wouldn't mind them adding that though tbh, we need more large vehicles, the lorries in the used car mods are great but I want a big feckoff tractor-trailer with a cowcatcher on the front.
  23. Like
    Aiteron reacted to cdaragorn in PZ .pack file manager   
    I've built a tool to easily unpack and manage all the textures in Zomboid's .pack files.
     
    First, I am fully aware of Minic90's program for doing this, and have tried it out. I built my own in part because I really enjoy making small tools like this and in part because I found his had some problems I really wanted to fix.
     
    This tool has the same basic features his does.
     
    Features:
     
    1. Unpack - unpack the texture maps into a separate folder.
    2. Pack - pack the unpacked texture maps back into a .pack file.
    3. Split - split the unpacked texture maps into their individual textures for easier editing.
    4. Merge - merge the split textures back into a texture map.
     
    It does not support splitting or merging the .dds files found in Character.pack. I don't think I can ever support that because of the extra data a .dds file contains, but I'm open to feedback from anyone that might know of a way.
     
    The project is available on GitHub: https://github.com/cdaragorn/ProjectZomboidPackManager
     
    You can download a Windows build here: https://github.com/cdaragorn/ProjectZomboidPackManager/releases
     
    The project is built in Qt, so you should be able to build it in any OS you want pretty easily.
     
    Please let me know what you think. I'm also interested in any ideas for more features you think would be useful with it. Thanks!
  24. Like
    Aiteron reacted to DresdenBBQ in Bunker   
    I know the devs have toyed around with the idea of having underground areas before that are *genuinely* underground but as far as I'm aware there's some sorta wonkiness with the engine. It just doesn't behave when you try to create "Underground space" that cuts through the world. It's possible to get around it (Foxhole, another indie game had a similar problem that they eventually worked around.) but from what I understand with my complete and utter lack of knowledge of game design, it's labor intensive and not high on the priority list. 
  25. Like
    Aiteron reacted to NebNebber in Small but Important Suggestions Thread   
    Saving your Character as a preset like you can with professions and traits.
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