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Tchernobill

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Posts posted by Tchernobill

  1. B41.78 / Single Player / No Mod / New Save

    Map position: any shore tiles with 2 contiguous water tiles.

     

    Problem description:

    This short video shows that shore tiles with 2 contiguous water tiles:

    • are blocking the path while they have similar representation as shore than can be walked (those with 1 contiguous water tile). I consider this to be the root bug but it is subjective: such squares should not be solidTrans, they should be walkable for intuitive user experience.
    • block grave construction when they are the primary square, but allow grave construction when they are the secondary square. This is objectively a bug that can be corrected by inluding the condition that the square does not have the solidTrans property.

     

    Solutions:

    • I do not know the right way to remove the solidTrans:

    I guess it must be handled in a map creation tool by correcting the tiles blends_natural_02_1, blends_natural_02_2, blends_natural_02_3, blends_natural_02_4 to have the same properties as blends_natural_02_8 and not the same as blends_natural_02_6

    • How to correct the Grave:

    server\BuildingObjects\ISEmptyGraves.lua ISEmptyGraves.shovelledFloorCanDig line 176: add 'or square:isSolidTrans()' condition.

  2. Quote

    GRASSED ME RIGHT UP

    Something in PZ that’s needed improvement for the absolute longest time, is one of the things that you see the most.

    We’ve been unhappy with the way that grass looks for a long while, and it became more unsightly with the advent of Build 41’s 3D models.

     

    Build 42 is now blessed with a depth buffer. This means that we can reduce the player’s clipping with the scenery, we can show doors swinging open and closed, and (during our unstable beta) we will also be able to show seated characters on furniture in all four directions so players won’t have to use mods to access the sedentary animations for the directions that don’t clip.

     

    So the next question about 3D will be: have you already stated on the option to change the game screen orientation ? (e.g. turning right would put North in the bottom right direction).

     

    Anyway, thanx for the depth buffer.

  3. @The Indie Stone

    Will the transparency behaviors be altered by B42 lighting and/or other technical updates ?

    I imagine it is hard to answer if this point was not targeted specifically, so no pressure on answering.

     

    I'm more specifically interested in the difference between player made building transparency that I find subjectively worse than vanilla building transparency.

    It is better described in this video.

  4. In Item.java the interface DoParam is dedicated to mods and allows compatibility.

    As such, this problem is minor.

     

    Nonetheless

    When applying DoParam to primaryAnimMask, half of the override is missing, it should also include:

    this.replacePrimaryHand.maskVariableValue = this.primaryAnimMask

     

    When applying DoParam to secondaryAnimMask, half of the override is missing, it should also include:

    this.replaceSecondHand.maskVariableValue = this.secondaryAnimMask

     

    Regards,

  5. Video (29s)

     

    Context:

    Solo, no mod.

     

    Reproduction:

    Place stairs to reach the specific house including the square 10850x9842.

    Walk the North limit of the roof to the west.

    You will fall in the sleeping room (two sleeping beds).

     

    Notes:

    If you cannot teleport and either have no hammer or less than 2 in carpentry, you're stuck.

    This concerns the 3 tiles above the North part of the room: 10848x9842x1 10849x9842x1 10850x9842x1

    TreatAsSolidFloor=false on the 3 tiles (should probably be true like the rest of the roof)

    This house of Muldraugh has a rare "low roof".

     

     

     

     

     

  6. Solo, no mod.

    See video.

     

    Reproduction: start in debug mode, teleport outside the Westpoint Armory.

    Build stairs to access the west side level 1 of the building, walk east.

     

    This gives access to all weapons inside without breaking a wall / opening a door.

     

    Credits to Josh who described it first (afaik)

     

  7. House Corner bug

    B41.78.16

    x=10919
    y=10096

    Reproduction steps:

    new solo game, go to 10919x10096, crouch and move against the north wall.

     

    1/ Vanilla (the player is equipped with a katana in both hands)

    HouseCornerVanilla.png

     

    2/ Better description but modded: while testing with zombie animations on player (mod messing with AnimSets and setVariables)

    spacer.png

     

    Unrelated context:

    Solo

    New game

  8. having these classes exposed would be helpfull and give a lot of possibilities to mods.

    PolygonalMap2.Path
    PathFindBehavior2.PointOnPath

    All types involved in PathFindBehavior2 may be usefull to modders.

     

  9. Through PZ, I cannot use a gif as a previewFile for my workshop item.

    I must use a file named preview.png.

     

    If this is just a PZ limitation, can you extend the possible preview files to both preview.png and preview.gif ?

  10. Currently IsoZombie ModData is seems not to be saved "by default".

    It is saved if we set the flag "bReanimatedPlayer".

    But this "bReanimatedPlayer" flag has another meaning (and other consequences when set).

     

    A way to control more precisely IsoZombie ModData instances save process would be awesome.

    Especially with a way to control the IsoZombie saving process on the server in Multiplayer. (but this second point is maybe already available, I just have not understood the process yet)

     

    Regards.

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