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Luxiser

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  1. Like
    Luxiser got a reaction from DaNeo in Basements   
    I thought basements would be a great addition, yes I know....it got suggested alot, but I still wanted to write this, because I have a good idea for basements! In basements its obviously a bit more cooler than in a normal room. So I thought you could kinda use it as a fridge to store food, so the food stays good for few more hours, or maybe even days! I think about 10 celcius in a basement would be the perfect temperature
  2. Like
    Luxiser got a reaction from gabriel rodrigues brandao in IWBUMS 41.54 RELEASED   
    Oh nice! Cant wait to see the 3D models, gotta check it now!
  3. Like
    Luxiser reacted to nasKo in IWBUMS 41.54 RELEASED   
    Added Noiseworks Sound Revamp - Stage #1
    Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. 
     
    Added VHS, CDs etc.
    - Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'.
    - Media line effects will apply only once per player upon first time listening.
    - Home VHS's spawn uniquely.
    - Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance.
    - Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes.
    - Added new translation file 'recorded_media_EN.txt'
        - This translation set keeps a translation of the english versions which can be retrieved seperatly.
        (needed for LCD which only supports basic ASCII chars)
    - Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding.
    - Added new Media UI section to device control panel.
    - Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu.
    - Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's.
    - Added ability to play media, RadioRed = CD, Black/Wide television = Tapes
    - Changed display of overhead notifications for skills etc
        - Softer pastel colors and outlining, red for negative green for positive effect
        - Replaced skill/stat effect numbers by arrow up or down
    - Small overhead text for skills and stats are no longer being displayed if there is no effect on their value.
    - Removed overhead text code from ISRadioInteractions
    - Added static class HaloTextHelper.java for more universal use of the overhead text.
    - Added a few functions to add text, options for color and usage of the indicator arrows.
    - If a text is already being displayed the next text is briefly queued.
    - If multiple text are being added on same tick or while queueing they are combined and seperated with a grey ','.
    - If a text is added which is already being displayed, it's discarded.
     
    - Added world lights for flashing vehicle lights.
    - Added animated flies texture displayed where corpse-flies are buzzing.
    - Added new mugs
    - Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on.
    - Added highlighting to dragged items that can't be moved to the destination container.
    - Added a loot-window container icon for mannequins as well as the container title "Mannequin".
    - Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved.
    - Added a history of the last three catches to the Fishing menu. They will not fade out anymore. 
    - Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full.
    - Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. 
    - Draw a faint border around the player's health bar so the amount of lost health is easier to see.
    - When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back.
      
    - Upgrading walls (multi-stage building) takes items from the ground similar to carpentry.
        This includes opening boxes of nails automatically.
        For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground.
      
    - Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars.
        The properties were only on one of the several south-east wall pillars.
        This put "tree" physics on the center of the square.
        These pillars should be removed when one of the two adjacent walls is removed.
     
      
    - Added 3D models for items placed in the world. 
        Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square.
    - Items automatically go on a table/counter if the mouse is over one of them.
    - Press R to rotate clockwise, shift+R to rotate anti-clockwise.
    - If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet.
    - Fixed rotation speed at different framerates.
    - Added snapping to the nearest 5 degrees.
    - Place items one at a time at the current rotation. 
    - Shift-click to place all items. With a controller, the X button toggles between placing one or placing all.
    - Improved lighting of 3d items in-world, to closer match the tiles lighting.
    - Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated.
    - Improved lighting on all 3d objects, characters, vehicles, items etc.
    - Added "itemHeight" so players can place things on a microwave that is on a table for example.
    - If you have a counter with a shelve on top of it, you can press tab to change the height of the item.
    - Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default.
    - 3D items can be disabled in the options.
     
    - Table stories. Random chance to have some stuff on a basic home's table to tell a story.
    - Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time.
    - Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to.
     
    Last Stand Compatibility changes:
    - Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40.
    - Player files have VERSION=1 at the top for compatibility with future versions of the game.
    - Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work.
     
    - The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected.
    - Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P.
    - Changed the vehicle radial-menu icons for adding and removing gas (they were the same before).
    - Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read.
    - Added blood and dirt stats to the Wash context-menu item tooltips.
    - Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack.
    - Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes.
        For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means.
        For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine.
    - Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese
     
     
    BALANCE
     
    - Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off.
    - Allow plumbing a sink to an empty rain barrel.
    - Allow metal drums to be picked up with the furniture-moving tool.
    - Allow pouring water into metal drums.
    - Boosted loot spawns in stash.
    - Display what perk just levelup up on top of the char (like exp gain from TV).
    - Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor)
    - Car wrecks appear less often, but can now be dismantled.
    - Increased odds of curtains being already closed in houses.
    - Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. Thanks to PseudonymousEd for pointing this out. 
    - Shooting out of cars now has a more limited angle than the former 360°.
    - Player will now be unable to control the car while reloading. 
    - Reload time increased while driving.
    - Control of the car is also lost when shooting rifles, but not with pistols.
     
    Distribution changes:
    - Updated distributions.
    - Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter).
    - Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink).
    - Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container.
        Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. 
        Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk)
     
    Changes to knives:
    - If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally.
    - Slightly reduced movement speed while attacking with knives, similar to other weapons.
    - Reduced Hunting knife damage a tad.
     
    - Balanced some clothings Speed Reduction and Protection to be more consistent.
    - Small chance of having some house windows being left open.
    - Curtains can now spawn closed.
     
     
    MOD SUPPORT
     
    - Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc)
        Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table.
    - Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods.
    - Added a system for respawning zombies on island maps (e.g., Kingsmouth).
        Normally when respawning zombies, a random location on the edge of the map is chosen as a start location.
        The game then attempts to find a path from that start location to the chunk that zombies are respawning in.
        This doesn't work for maps that have water on all edges, since paths cannot be found through water.
        Map creators may now specify valid start locations by adding objects to the map's objects.lua file.
        The objects.lua file is normally created by WorldEd.
        These objects are rectangular areas along edges of the island indicating respawn start locations.
        These objects should be right on the edge of the land next to the water (but not in the water).
        Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory.
        This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example.
    - Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui.
     
     
    FIXES
     
    - Fixed being able to fish from swimming pools.
    - Fixed the "randomAngle" field of a VehicleZoneDistribution always being false.
    - Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world.
    - Fixed long braided hairstyles not pointing to correct hairstyle.
    - Fixed belt not working as 3D item.
    - Fixed buildings having more than one table story.
    - Fixed issues adding water to and taking water from rain-collecting items on the ground.
    - Fixed aiming cursor being less visible on light backgrounds.
    - Fixed changed shader files not automatically being reloaded.
    - Fixed an infinite loop occurring when require()'ing a Lua file recursively.
    - Fixed "invalid direction" exception when a fence is broken by zombies.
    - Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash.
    - Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up.
    - Tutorial: Fixed the player getting stuck using the Open Curtain context menu option.
    - Fixed RVSCarCrash.
    - Fixed some container types.
    - Fixed issues with automatically opening boxes of nails when doing carpentry.
    - Fixed tainted-water status of metal drums with water in them.
    - Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks.
    - Fixed the game hitching every second while in a vehicle until zombies are near again.
    - Fixed no sound playing when hitting objects with bare hands.
    - Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing.
    - Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat.
    - Fixed the player's animation locking up when charging with a spear after a zombie is hit.
        This happened when the "Manual Floor Attack" key was the same as the "Sprint" key.
    - Fixed impact and death sound not playing when spear-charging a zombie.
    - Fixed "Place Car Battery Charger" displaying for every item clicked on
    - Fixed the "Plant Information" window not handling different font sizes.
    - Fixed bomb explosion sounds not playing.
    - Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option.
    - Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles.
    - Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles.
    - Fixed overlapping disease text in the Plant Information window.
    - Fixed farming with a controller.
    - Fixed some of the excessive head movement when swinging a spear.
    - Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183.
    - Fixed rendering the isocursor and aim-outline in splitscreen.
    - Fixed the position of the vehicle dashboard in splitscreen with more than two players.
    - Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. 
    - Fixed Welding Masks getting soaked in the rain.
    - Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies.
    - Fixed being unable to remove Thin Skinned using the Player Stats debug ui.
    - Fixed Lua error after removing a trait in the Player Stats debug ui.
    - Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui.
    - Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio.
    - Fixed infinite carry capacity after making rotten-strawberry salad.
    - Fixed the layout of the microwave and oven UIs with different-sized fonts.
    - Fixed Lua error wobbling the non-existent heart icon of splitscreen players.
    - Fixed endurance being reduced while holding down the Run key when not moving.
    - Fixed misplaced halves of Large Modern Oven in one orientation.
    - Fixed not being able to barricade carpentry Wooden Door.
    - Fixed the layout of ISAlarmClockDialog with larger fonts.
    - Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used.
    - Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName().
    - Fixed animation and sound issues when attacking zombies that are eating corpses
    - Fixed VehicleAmbiance using the wrong event name.
    - Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking.
    - Fixed Radio items without a WorldSprite being assigned an invalid module.type.
    - Fixed duplication bug when crafting from containers.
    - Fixed not being able to make coffee and tea with the Spiffo mug.
    - Fixed hot beverage not being hot right after it is crafted.
    - Fixed hot and cold drinks not giving a happiness bonus.
    - Fixed not being able to tie a rope to player-made windows (gracias dito!)
    - Fixed ranger car siren light colour.
    - Fixed annotated map loot not always spawning when it should.
    - Fixed crash when trying to go forwards & backwards at the same time in a car.
    - Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed.
    - Fixed trying to play multiple instances of WorldAmbiance since only one is allowed.

     
    TECHNICAL
     
    - Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue.
    - New class: PerformanceProfileProbeList
        Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers.
    - Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems
    - Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager.


    ________________________________________


    Additional Hotfix:

    - Fixed small clock
    - Fixed DrinkingFromBottle sound continuing forever after the action completes.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  4. Like
    Luxiser got a reaction from bukazoid in Tinnitus   
    Guns are obviously loud, but wouldnt it be even more risky to use them if you get a tinnitus from a gunshot? The louder a gun is, the longer and stronger you have a tinnitus. It should last about 1-2 days. 
  5. Like
    Luxiser got a reaction from Sedgwick in Tinnitus   
    Guns are obviously loud, but wouldnt it be even more risky to use them if you get a tinnitus from a gunshot? The louder a gun is, the longer and stronger you have a tinnitus. It should last about 1-2 days. 
  6. Like
    Luxiser got a reaction from KI5 in Basements   
    I thought basements would be a great addition, yes I know....it got suggested alot, but I still wanted to write this, because I have a good idea for basements! In basements its obviously a bit more cooler than in a normal room. So I thought you could kinda use it as a fridge to store food, so the food stays good for few more hours, or maybe even days! I think about 10 celcius in a basement would be the perfect temperature
  7. Like
    Luxiser reacted to Faalagorn in New Features and new Items!   
    It is coming and was teased a few times already; the item is in game but lacks art and functionality at the moment
     
    I think it's about to come to build 42.
     
     Unfortunately it's confirmed not to come.
     
    It's kinda planned to be implemented as walkman and VHSes are most likely to come first (there's no DVDs in-game)
     
    Other than that, some were suggested, some not, but good suggestions anyway
  8. Like
    Luxiser got a reaction from Zebulon in New Features and new Items!   
    I wanted to make a list of new items that could be added, and some features! And I also apologize for my bad english and words I wrote wrong
     
    - Items -
    + Leather jacket
    + Leatherette jacket
    + Secateurs (The big one´s)
    + Sub-machine guns (In Police and military locations)
    + Lawnmower (To turn on, and attract Zombies)
    + Gas burner
    + MRE 
    + Chainsaw
    + More fruits (Mango; Lychee; Blueberries; Raspberries; bag of frozen fruits; etc)
    + More vegetables (Olives; Cucumber; Brussels sprouts; bag of frozen vegetables; etc)
    + More herbs (Bell pepper; Curry; Nutmeg; etc)
    + Energy drinks
    + Plate´s (To put food on it of course)
    - Features -
    + Peeking around a corner (Maybe with the mouse wheel)
    + Beeing able to throw almost every item (To attract Zombies to the spot where the item hit the ground, or braking a window to create even more noise)
    + Zombies see you much worse in the dark, when you wear dark clothes, but also see you much better in the dark when you wear light clothes
    + Open and close Jackets so you dont get to hot
    + Make zombies not follow you by walking around a fence when you jump over it. ( Its hard to explain, I try my best. When you jump over a high fence, they walk around the big fence to get to you, but I personaly think they should lean against the big fence)
    + Throw items over a big fence, when you have a item as secondary like a gas can
    + Using the toillet
    + Brush teeth (When you dont do that, you can get sick after some days)
    + Beeing able to bath
    + Hide under a bed or a closet when its almost empty-complete empty
    + Jumping out of a window (Look against a window, press the button that you use to sprint and then beeing able to jump out) It could be usefull if you need to make a quick escape
    + Beeing able to wrap barbed wire around a baseball bat
    + Able to play CD´s on the  CD player
    + Able to play with toys (Jojos; Board game; etc)
    + Beeing able to find DVD´s and put them in to those big boxy TV´s or in a car and watch/hear a movie or what ever is on that tape (To get rid of boredom)
    + Beeing able to sit on a couch/chair and eat something on the table
    + You eat faster when you eat with a spoon/Fork
    + Suicide (With a gun. And maybe even add the feature, that when you are brave you have a higher chance to kill yourself. And cowards dont want to suicide because they are to scared. And maybe have a higher chance to suicide when you know you will turn. And when you try to kill yourself with a knife or in general with something sharp, you have maybe like a 0%-5% chance of doing it, because your character is to scared of the pain)
    + Not beeing able to sleep when a TV is on near you (But you can fall asleep when you are extremly tired)
    + Get unconscious (Of Pain)
    + Some Zombies are bigger than others, or some are more fatter than others, and thus are slower, or maybe some are a bit thinner and thus easier to make them fall and maybe they have less health
     
     
     
    - Vehicles -
    + Motorbike (And maybe have a high chance to find a motorbike helmet in the trunk)
    + Bike
    + Scooter (Some maybe foldable)
    + More Civilian cars
    + Dirtbike (Especialy very loud, but good on off-road)
    + Trucks
  9. Spiffo
    Luxiser got a reaction from Raul_ in New Features and new Items!   
    I wanted to make a list of new items that could be added, and some features! And I also apologize for my bad english and words I wrote wrong
     
    - Items -
    + Leather jacket
    + Leatherette jacket
    + Secateurs (The big one´s)
    + Sub-machine guns (In Police and military locations)
    + Lawnmower (To turn on, and attract Zombies)
    + Gas burner
    + MRE 
    + Chainsaw
    + More fruits (Mango; Lychee; Blueberries; Raspberries; bag of frozen fruits; etc)
    + More vegetables (Olives; Cucumber; Brussels sprouts; bag of frozen vegetables; etc)
    + More herbs (Bell pepper; Curry; Nutmeg; etc)
    + Energy drinks
    + Plate´s (To put food on it of course)
    - Features -
    + Peeking around a corner (Maybe with the mouse wheel)
    + Beeing able to throw almost every item (To attract Zombies to the spot where the item hit the ground, or braking a window to create even more noise)
    + Zombies see you much worse in the dark, when you wear dark clothes, but also see you much better in the dark when you wear light clothes
    + Open and close Jackets so you dont get to hot
    + Make zombies not follow you by walking around a fence when you jump over it. ( Its hard to explain, I try my best. When you jump over a high fence, they walk around the big fence to get to you, but I personaly think they should lean against the big fence)
    + Throw items over a big fence, when you have a item as secondary like a gas can
    + Using the toillet
    + Brush teeth (When you dont do that, you can get sick after some days)
    + Beeing able to bath
    + Hide under a bed or a closet when its almost empty-complete empty
    + Jumping out of a window (Look against a window, press the button that you use to sprint and then beeing able to jump out) It could be usefull if you need to make a quick escape
    + Beeing able to wrap barbed wire around a baseball bat
    + Able to play CD´s on the  CD player
    + Able to play with toys (Jojos; Board game; etc)
    + Beeing able to find DVD´s and put them in to those big boxy TV´s or in a car and watch/hear a movie or what ever is on that tape (To get rid of boredom)
    + Beeing able to sit on a couch/chair and eat something on the table
    + You eat faster when you eat with a spoon/Fork
    + Suicide (With a gun. And maybe even add the feature, that when you are brave you have a higher chance to kill yourself. And cowards dont want to suicide because they are to scared. And maybe have a higher chance to suicide when you know you will turn. And when you try to kill yourself with a knife or in general with something sharp, you have maybe like a 0%-5% chance of doing it, because your character is to scared of the pain)
    + Not beeing able to sleep when a TV is on near you (But you can fall asleep when you are extremly tired)
    + Get unconscious (Of Pain)
    + Some Zombies are bigger than others, or some are more fatter than others, and thus are slower, or maybe some are a bit thinner and thus easier to make them fall and maybe they have less health
     
     
     
    - Vehicles -
    + Motorbike (And maybe have a high chance to find a motorbike helmet in the trunk)
    + Bike
    + Scooter (Some maybe foldable)
    + More Civilian cars
    + Dirtbike (Especialy very loud, but good on off-road)
    + Trucks
  10. Like
    Luxiser got a reaction from Tails in New Features and new Items!   
    I wanted to make a list of new items that could be added, and some features! And I also apologize for my bad english and words I wrote wrong
     
    - Items -
    + Leather jacket
    + Leatherette jacket
    + Secateurs (The big one´s)
    + Sub-machine guns (In Police and military locations)
    + Lawnmower (To turn on, and attract Zombies)
    + Gas burner
    + MRE 
    + Chainsaw
    + More fruits (Mango; Lychee; Blueberries; Raspberries; bag of frozen fruits; etc)
    + More vegetables (Olives; Cucumber; Brussels sprouts; bag of frozen vegetables; etc)
    + More herbs (Bell pepper; Curry; Nutmeg; etc)
    + Energy drinks
    + Plate´s (To put food on it of course)
    - Features -
    + Peeking around a corner (Maybe with the mouse wheel)
    + Beeing able to throw almost every item (To attract Zombies to the spot where the item hit the ground, or braking a window to create even more noise)
    + Zombies see you much worse in the dark, when you wear dark clothes, but also see you much better in the dark when you wear light clothes
    + Open and close Jackets so you dont get to hot
    + Make zombies not follow you by walking around a fence when you jump over it. ( Its hard to explain, I try my best. When you jump over a high fence, they walk around the big fence to get to you, but I personaly think they should lean against the big fence)
    + Throw items over a big fence, when you have a item as secondary like a gas can
    + Using the toillet
    + Brush teeth (When you dont do that, you can get sick after some days)
    + Beeing able to bath
    + Hide under a bed or a closet when its almost empty-complete empty
    + Jumping out of a window (Look against a window, press the button that you use to sprint and then beeing able to jump out) It could be usefull if you need to make a quick escape
    + Beeing able to wrap barbed wire around a baseball bat
    + Able to play CD´s on the  CD player
    + Able to play with toys (Jojos; Board game; etc)
    + Beeing able to find DVD´s and put them in to those big boxy TV´s or in a car and watch/hear a movie or what ever is on that tape (To get rid of boredom)
    + Beeing able to sit on a couch/chair and eat something on the table
    + You eat faster when you eat with a spoon/Fork
    + Suicide (With a gun. And maybe even add the feature, that when you are brave you have a higher chance to kill yourself. And cowards dont want to suicide because they are to scared. And maybe have a higher chance to suicide when you know you will turn. And when you try to kill yourself with a knife or in general with something sharp, you have maybe like a 0%-5% chance of doing it, because your character is to scared of the pain)
    + Not beeing able to sleep when a TV is on near you (But you can fall asleep when you are extremly tired)
    + Get unconscious (Of Pain)
    + Some Zombies are bigger than others, or some are more fatter than others, and thus are slower, or maybe some are a bit thinner and thus easier to make them fall and maybe they have less health
     
     
     
    - Vehicles -
    + Motorbike (And maybe have a high chance to find a motorbike helmet in the trunk)
    + Bike
    + Scooter (Some maybe foldable)
    + More Civilian cars
    + Dirtbike (Especialy very loud, but good on off-road)
    + Trucks
  11. Like
    Luxiser got a reaction from Masmassu in New Features and new Items!   
    I wanted to make a list of new items that could be added, and some features! And I also apologize for my bad english and words I wrote wrong
     
    - Items -
    + Leather jacket
    + Leatherette jacket
    + Secateurs (The big one´s)
    + Sub-machine guns (In Police and military locations)
    + Lawnmower (To turn on, and attract Zombies)
    + Gas burner
    + MRE 
    + Chainsaw
    + More fruits (Mango; Lychee; Blueberries; Raspberries; bag of frozen fruits; etc)
    + More vegetables (Olives; Cucumber; Brussels sprouts; bag of frozen vegetables; etc)
    + More herbs (Bell pepper; Curry; Nutmeg; etc)
    + Energy drinks
    + Plate´s (To put food on it of course)
    - Features -
    + Peeking around a corner (Maybe with the mouse wheel)
    + Beeing able to throw almost every item (To attract Zombies to the spot where the item hit the ground, or braking a window to create even more noise)
    + Zombies see you much worse in the dark, when you wear dark clothes, but also see you much better in the dark when you wear light clothes
    + Open and close Jackets so you dont get to hot
    + Make zombies not follow you by walking around a fence when you jump over it. ( Its hard to explain, I try my best. When you jump over a high fence, they walk around the big fence to get to you, but I personaly think they should lean against the big fence)
    + Throw items over a big fence, when you have a item as secondary like a gas can
    + Using the toillet
    + Brush teeth (When you dont do that, you can get sick after some days)
    + Beeing able to bath
    + Hide under a bed or a closet when its almost empty-complete empty
    + Jumping out of a window (Look against a window, press the button that you use to sprint and then beeing able to jump out) It could be usefull if you need to make a quick escape
    + Beeing able to wrap barbed wire around a baseball bat
    + Able to play CD´s on the  CD player
    + Able to play with toys (Jojos; Board game; etc)
    + Beeing able to find DVD´s and put them in to those big boxy TV´s or in a car and watch/hear a movie or what ever is on that tape (To get rid of boredom)
    + Beeing able to sit on a couch/chair and eat something on the table
    + You eat faster when you eat with a spoon/Fork
    + Suicide (With a gun. And maybe even add the feature, that when you are brave you have a higher chance to kill yourself. And cowards dont want to suicide because they are to scared. And maybe have a higher chance to suicide when you know you will turn. And when you try to kill yourself with a knife or in general with something sharp, you have maybe like a 0%-5% chance of doing it, because your character is to scared of the pain)
    + Not beeing able to sleep when a TV is on near you (But you can fall asleep when you are extremly tired)
    + Get unconscious (Of Pain)
    + Some Zombies are bigger than others, or some are more fatter than others, and thus are slower, or maybe some are a bit thinner and thus easier to make them fall and maybe they have less health
     
     
     
    - Vehicles -
    + Motorbike (And maybe have a high chance to find a motorbike helmet in the trunk)
    + Bike
    + Scooter (Some maybe foldable)
    + More Civilian cars
    + Dirtbike (Especialy very loud, but good on off-road)
    + Trucks
  12. Like
    Luxiser got a reaction from Tails in Money required for vending machines   
    The title speaks for itself. I´m not sure, if money in PZ has a crafing recipie, or anything else, as far as I know there is nothing you can do with it. So why not give it a purpose? Collect money from cash registers, or maybe beeing able to open a wallet to take the cash out of it. And then using the money to pay at the vending machine for snacks and drinks. Maybe like 1 bag of chips 3 Dollars, or 1 can of soda 3 Dollars. But I think, if they add such thing they should also put the option to brake the window of a vending machine, which of course make a glass braking sound, and before grabing the loot out of it, removing the broken glass. Oh yeah! Buying a snack should make a sound, maybe the chip bag falling on the bottom of the vending machine, or when the machine grabs a drink, you should be able to hear the engine how it grabs and drops. (I apologize for my bad english)
  13. Like
    Luxiser got a reaction from Faalagorn in Money required for vending machines   
    The title speaks for itself. I´m not sure, if money in PZ has a crafing recipie, or anything else, as far as I know there is nothing you can do with it. So why not give it a purpose? Collect money from cash registers, or maybe beeing able to open a wallet to take the cash out of it. And then using the money to pay at the vending machine for snacks and drinks. Maybe like 1 bag of chips 3 Dollars, or 1 can of soda 3 Dollars. But I think, if they add such thing they should also put the option to brake the window of a vending machine, which of course make a glass braking sound, and before grabing the loot out of it, removing the broken glass. Oh yeah! Buying a snack should make a sound, maybe the chip bag falling on the bottom of the vending machine, or when the machine grabs a drink, you should be able to hear the engine how it grabs and drops. (I apologize for my bad english)
  14. Like
    Luxiser got a reaction from DXPOHIHIHI in Wringing wet clothes out   
    The title speaks for itself! I know, that you can dry yourself with a towel, or with a bathtowel. But I think adding "Wring out clothes" would be helpfull too, if there are no towels in a house, and your completly drenched.
  15. Spiffo
    Luxiser reacted to nasKo in IWBUMS 41.48 released   
    EXPERIMENTAL/NEW
    Added a new keybinding: Manual Floor Attack:
     
    - Default to LEFT ALT.
    - When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by. 
     
    This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital:
     
    - If set to false, your player will /!\ NEVER /!\ do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him.
     
    NEW
    - Added rain / snow visibility options: Always, Outdoors only, Never.
    - Added a new SECRET zed story
    - Added ZoneStoryChance sandbox option.
    - Added a new anim to drink from wine/whiskey.
    - Added new drink bleach anim.
    - Polished and improved Spear Charging at zeds
    - Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way.
    - Added NewMusic_KeepMoving to sounds_music.txt.

    BALANCE
    - The "Wash Yourself" tooltip displays the amount of soap and water used.
    - Fixed "Wash Yourself" happening faster when insufficient soap was available.
    - Strawberries fertilizer resets to zero after harvest
    - Can no longer get benefits from smoking cigarette partially and cancelling
    - Spears now break after fewer kills (around 2-5 vs 15-20 before) at level 0.
    - Can now make tent kit using wooden stake.
    - Washing machines and Dryers now operate for a little while even when clothes are already dry or clean, as real world appliances would.
    - Removed the need to uninstall Trunk lid / Hood before they can be repaired
    - Now only spears can attack through wired fence/chain link etc.
    - Spears have bit more chance to break when impaling.

    ANIMS/MODELS
    - Adjusted wine bottle to not clip through player head during drinking anim.
    - Adjusted WhiskeyBottle.X to work with new drink anim so it doesn't clip face.
    - Rescaled molotov to fit new bottle size.
    - Re-exported WhiskeyBottle.png and Molotov.png to 64x64.
    - Re-adjusted glasses clothing item to be proper reflective glasses, icon currently placeholder.
    - Adjusted ski goggle clothing item to again be either reflective or dark version.
    - Made the spear attacks use an upperbody mask so to reduce pausing during attack.
    - Swapped out attacking on floor with spear for a new anim, Bob_AttackFloorSpear.X.

    MODDING/DEV
    - Added loading mod files from the media/AnimSets directory.

    - Added optional versionMin= and versionMax= lines to mod.info so mods can specify which versions of the game the mod is compatible with.
            Build 40 will not be patched with this for now. 
            If the mod only works with version 41 or newer, add this line to mod.info:
                   versionMin=41.0
           If the mod only works up to a certain version of build 41, you would use:
                  versionMax=41.999
           Obviously replacing the ".999" with the build number.

    - Added DefaultClothing.lua to specify default clothing items for outfits that have default pants or top.
           Previously, these were hard-coded in Java.

    - Only save RADIO_SAVE.txt if the contents have changed.
           This is saved every 10 game-world minutes.
           This is done on the main thread; we should avoid doing disk I/O from here.

    - Added OnCanPeform:XXX property to recipes specifying the name of a Lua function that will be called
     to perform additional checks on being able to perform a recipe.
     This is a more general solution than the NearItem property (that was used for blacksmith recipes).
     The function takes two arguments and should return a true or false.
            function CanPerformMyRecipe(recipe, playerObj)
                  return playerObj:isOutside() and RainManager:isRaining()
           end

    - Added Tooltip:XXX property to recipes to display additional text in recipe tooltips and in the crafting ui.
           This can be used to let the user know about additional requirements when there is an OnCanPeform function.
           The value should be a translation name.  The translation text may have multiple lines separated by "<br>".
                  recipe MyRecipe
                  {
                         ...
                         OnCanPerform:CanPerformMyRecipe,
                         Tooltip:Tooltip_Recipe_MyRecipe,
                  }
           Tooltip_Recipe_MyRecipe = "Must be outside.<br>Must be raining.",

    - Added possible forced hair/beard color for outfit in HairOutfitDefinitions.lua (bandit/punk will have a chance to have more "crazy hair color").
    - Added blood clothing type to every possible body location, so you can easily mod a new clothing to protect X or Y parts:
    - Example, i want to do metal socks that protect both feet and lower legs, i'll simply add a BloodLocation = Feet;LowerLegs, in the item script.
    - Full list of per-bodypart location: Bag (back), Hands, Head, Neck, UpperBody, LowerBody, LowerLegs, UpperLegs, LowerArms, UpperArms, Groin.
    - Each location will cover both left and right parts if needed.
    - Thanks modder Flash for the idea!

    - Catch the "Comparison method violates its general contract!" exception in IsoObjectPicker to avoid breaking the game.
           This exception can happen when compare(a,b) is inconsistent with compare(b,a).
           This doesn't fix the cause, it only stops endlessly throwing exceptions.

    - Made IsoObjectPicker.ContextPick() a bit more efficient by calculating the score of each ClickObject once before sorting, instead of when comparing each pair of items being sorted.

    FIXES
    - Fixed police corpses sometimes having two holsters.
    - Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated.
    - Fixed duplicate items being created when climbing over tall fences.
    - Fixed RMC ripping a worn out item ripping up another item instead.
    - Fixed unrippable ankle socks
    - Fixed colored furniture / paint signs being luminescent in the dark
    - Fixed popsicle freezers outside buildings not consuming generator power.
    - Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity.
    - Fixed zombies not thumping barricade on the opposite side if the window was destroyed.
    - Fixed exploit of being able to carry unlimited amounts by simply equipping another bag.
    - Fixed the trailer crash stories only spawning advertisement trailers.
    - Fixed spear charge not connecting when it should.
    - Fixed spear charge not very often killing a zombie (wrong anim was played most of the time).
    - Fixed being able to instant sprint after doing an attack if you were already sprinting
    - Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!)
    - Fixed exception loading map_meta.bin on the client.  This will break server map_meta.bin files.
    - Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet.
    - Fixed an exception filling an empty sand bag that is equipped in the player's left hand.
    - Fixed dirt, gravel and sand bags not displaying a model when equipped.
    - Fixed clicking the left mouse button hiding the splitscreen player's radial menu.
    - Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges.
    - Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges.
    - Fixed temporary inventory items being created each time a zombie was hit.
    - Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with
     items being dragged with the mouse.
    - Fixed non-rendered floors not revealing levels below
    - Fixed lack of sound notification when achieving a skill level (fitness & strength)
    - Fixed being able to rip Favourite clothes
    - Fixed "Lit Candle" not changing its name or state after being put out
    - Fixed Metalworking menu not showing propane torch uses correctly
    - Fixed not being able to defend from (or see) closet zombies eclipsed by door
    - Fixed unavailable Double context menu option to put / take sheet rope on windowframes
    - Fixed not being able to wear a hoodie with hood up + earrings
    - Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles.
    - Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences.
    - Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle.
    - Fixed being able to hit a zombies through a barricaded window.
    - Fixed some spears having the bat sound when hitting with them.
    - Fixed delayed sound of death when impaling a zombie.
    - Fixed being able to cut grass/forage etc. while in a car.
    - Fixed infinite loop when resting + doing fitness.
    - Fixed enabling and disabling mods with texture packs not updating which textures the game uses.
    - Fixed mod lua files in the server directory not loading after editing one in debug mode.
  16. Like
    Luxiser got a reaction from TrailerParkThor in Pushing Zombies down stairs   
    So I thought about a feature that would maybe safe lives! I think it would be cool to be able to push Zombies while they are walking up the stairs. So when they fall, the fall the whole stairs down, and the Zombies that are behind the falling Zombie, are falling down with him, when the falling Zombie hits the others. But I think I would give it a - point, it should create alot of noise.
     
    I apologize for my bad english*
  17. Like
    Luxiser got a reaction from Moloch Horridus in Pushing Zombies down stairs   
    So I thought about a feature that would maybe safe lives! I think it would be cool to be able to push Zombies while they are walking up the stairs. So when they fall, the fall the whole stairs down, and the Zombies that are behind the falling Zombie, are falling down with him, when the falling Zombie hits the others. But I think I would give it a - point, it should create alot of noise.
     
    I apologize for my bad english*
  18. Like
    Luxiser got a reaction from Faalagorn in Pushing Zombies down stairs   
    So I thought about a feature that would maybe safe lives! I think it would be cool to be able to push Zombies while they are walking up the stairs. So when they fall, the fall the whole stairs down, and the Zombies that are behind the falling Zombie, are falling down with him, when the falling Zombie hits the others. But I think I would give it a - point, it should create alot of noise.
     
    I apologize for my bad english*
  19. Like
    Luxiser got a reaction from Tails in Pushing Zombies down stairs   
    So I thought about a feature that would maybe safe lives! I think it would be cool to be able to push Zombies while they are walking up the stairs. So when they fall, the fall the whole stairs down, and the Zombies that are behind the falling Zombie, are falling down with him, when the falling Zombie hits the others. But I think I would give it a - point, it should create alot of noise.
     
    I apologize for my bad english*
  20. pillow
    Luxiser got a reaction from OxManZomboid in Pushing Zombies down stairs   
    So I thought about a feature that would maybe safe lives! I think it would be cool to be able to push Zombies while they are walking up the stairs. So when they fall, the fall the whole stairs down, and the Zombies that are behind the falling Zombie, are falling down with him, when the falling Zombie hits the others. But I think I would give it a - point, it should create alot of noise.
     
    I apologize for my bad english*
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