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VikiDikiRUS

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  1. Like
    VikiDikiRUS reacted to SwollenSeaMustard in Korean can't watching TV/Radio   
    i tested on UTF-16 and UTF-8 both.
     
    only can watched on UTF-8.
    but korean code is UTF-16
     
     

  2. Pie
    VikiDikiRUS got a reaction from trombonaught in How to make a (re-)texture pack   
    1) Open TileZed 
    1.2) Select "Tools -> .pack files -> Pack Viewer"
     
    2) Select "File -> Open .pack"
    2.1) Go to \Steam\steamapps\common\ProjectZomboid\media\texturepacks 
    2.2) Choose "Tiles2x.pack"
    2.3) Select "File -> Extract Images"
    I recommend you to select "Each tile as separate image" [Warning: There are more than 9900 tiles!]
    2.4) Press at "..."
    2.5) Choose any empty folder
     
    Modify tiles as you wish
     
    3) Select "Tools -> .pack files -> create .pack file" 
    3.1) Select any folder where you want to save your texture pack
    3.2) Name the texture pack as "Tiles2x"
    3.3) Select "Output texture size" -> "2048x2048"
    3.4) Press "+"
    3.5) Choose the folder with your modified tiles
    3.6) If you have chosen "Each tile as separate image" at 2.3) step, uncheck the box.
    3.7) Press OK
    3.8) BACKUP VANILLA TILE2X
    3.9) Put the modified "Tiles2x.pack" into \Steam\steamapps\common\ProjectZomboid\media\texturepacks 
     
    Profit!
     
    Russian Version [Русская Версия]
     
     
     
  3. Like
    VikiDikiRUS reacted to nasKo in 41.77 Released   
    Compliled changelist (41.74-41.77)
    These small updates were intended to address the crashes affecting Linux MP servers and improve the client-to-server connections.
     
    41.77.9 Hotfix October 20th:
    - Added checks for a null VehicleScript to IsoPlayer.getNearVehicle() and IsoZombie.getNearVehicle().
     
     
    41.77.7 Hotfix October 17th:
    - znet libraries were rebuilt.
    - Minor revision number now displayed on main menu instead of just inside the console.
    - Fixed being stuck on the connection screen or a black screen when trying to connect to a co-op server.
    - Fixed: log messages and NPE during the processing of the RakNet already-connected packet.
    - Fixed instances of clients being unable to connect to a server where logs showed that the client is already connected. The client will use 127.0.0.1 to connect if it is a co-op host.
    - Fixed host connections from remote clients.
    - The client will save coop server logs to the logs.zip file before and after each start.
     

    Hotfix October 7th:
    - Rebuilt znet libraries
    - Fixed /banid command
     
    ________________
     
     
    MP
    - Improved client connection.
        Important for server providers: Servers now have two ports for clients to connect to.
        The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. These ports can be configured through the server options.
        Clients will first try to use a direct connection. If direct connection fails, clients will try to connect via Steam.
        The non-Steam version works as usual.
        UPnP rules were changed accordingly (UPnP is used in cases to prevent manual port-forwarding).
        The client will show the warning message "WARNING: SERVER HAS PORT %1 CLOSED. PERFORMANCE MAY BE SEVERELY AFFECTED" if the client can't connect through direct connection.
     
    - ZNet libraries rebuilt for Windows, Linux, and Mac.
    - ZNet, Connection, and Kick logs are improved.
     
    - Improved Type5, and Type21-24 Anti-Cheat behaviour to reduce false positives.
        A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file.
     
    - Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested.
    - Improved algorithm for the transmission of large files while playing.
    - Loading screen now shows the download status of large files when connecting to a server.
    - Extended checksum logs for debugging CRC differences.
    - Increased kick delay for CRC differences.
    - Additional logs were added.
     
    - Fixed ObjectModData packets not being sent while the server was in the FastForward state.
    - Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed.
    - Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors.
    - Fixed kicks after disabling VOIP.
    - Fixed connecting to host after disconnection from a dedicated server.
    - Fixed infinite connection attempt to non-steam server when it's not up.
    - Fixed the client displaying "Disconnected" instead of "Wrong username or password".
    - Fixed players being able to change their saved password for an already created account in some instances.
    - Fixed Type21 black screen at connection stage when Type21 anti-cheat check is disabled.
    - Fixed the character model always using media/textures/Body/Masks instead a clothing item's UnderlayMasks folder.
    - Fixed black screen issues with certain mod constellations.
    - Fixed the timed-action progress bar position not being updated during actions without a fixed duration.
    - Fixed the animation speed of the timed-action progress bar at different framerates.
     

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

    MODELS
    - Added new body locations: Jacket_Bulky, JacketHat_Bulky, TorsoExtraVest, and JacketSuit.
    - Assigned new body locations to existing clothing items to avoid clipping.
    - Tweaked and added many clothing masks to avoid clipping through each other.
    - Adjusted several clothing models and bone weighting to improve clipping.
    - Removed Bowling shirt model from Bowling shirt definitions and made Bowling Shirt a texture. The model was left in the files in case mods use it.
    - Improved base Body mask to help with clipping.
    - Re-exported ALICE packs as some straps were missing.
  4. Like
    VikiDikiRUS reacted to Batsphinx in 41.73 UNSTABLE RELEASED   
    HOTFIX JULY 28th:
     
    - Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer.
     

    HOTFIX JULY 25th:

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

    MODELS AND ANIMS

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

    MODDING

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

    FORAGING / SEARCH MODE

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

    BALANCE

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

    FIXES

    - Fixed mapper-placed broken windows not being smashed IsoWindow objects.
    - Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping).
    - Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed.
      The option appears now, but the lights and siren won't operate at zero condition.
    - Fixed multiple lightbar parts appearing in the vehicle mechanics ui.
    - Fixed incorrect effect of distance on critical-hit chance with firearms.
    - Fixed pans holding less water than pots.
    - Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete.
    - Fixed issues with new gas bottles and containers in backpacks.
    - Fixed missing distributions for barbequestore and bathroom/shelves.
    - Fixed Canned Fruit Beverage not having reduce thirst value.
    - Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua.
    - Fixed missing translation string ContextMenu_FuelCapacity.
    - Fixed inconsistent GoodHot from WildEggs tooltip.
    - Fixed ContextMenu_PanicNoSleep not being translated in one instance.
    - Fixed IsWaterSource parameter from BleachBottleGasoline.
    - Fixed issues with eating quarter and half portions of small amounts of food.
    - Fixed recipes to tear denim and leather - temporary fix pending improvement.
    - Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal
    - Fixed missing tooltip for SafehouseAllowNonResidential server option
    - Fixed ContextMenu_ContextMenu_FuelCapacity typo.
    - Fixed the wrong sprites being used for windows sometimes.
    - Fixed one of the molotov cocktail producing unwanted empty bottles.
    - Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers
    - Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave.
    - Fixed missing period in Tooltip_item_RainFromGround.
    - Fixed hot drinks with alcohol being too strong.
    - Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves.
    - Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices.
    - Fixed missing item Violets that got accidentally removed
    - Fixed Peaches having evolved recipe food type "Berry"
    - Fixed various mapping issues
     
  5. Like
    VikiDikiRUS got a reaction from thirteenth in Wrong PaintLightBlue RU translation in ItemName_RU.txt file   
    Привет! Спасибо, поправил. Только я заменил Cyan на "Бирюзовый", а Light Blue оставил голубым. Cyan-то не совсем голубой, когда Light Blue - вполне. 
    Чтобы не создавать топики на форуме, пиши лучше мне в личку в Дискорде - Pe2h 🐓#5517. 
    Так будет быстрее)
  6. Like
    VikiDikiRUS reacted to RingoD123 in Vanilla Buildings Pool   
    Here, for the first time ever, you will find our library of buildings from the entirety of Knox Country, but excluding Louisville, for now.
    Some of the more unique "landmark" buildings from around the map have also been excluded for now.
    Keep a look out for future releases too!
     
    Buildings Catalogue Curated.zip
  7. Like
    VikiDikiRUS reacted to nasKo in 41.69 Unstable - Niiice   
    Heya everyone, so today we’re pushing the 41.69 patch out into the Unstable beta. This is a the first release of a wide-ranging version that touches many parts of the codebase – including some fairly foundational stuff to improve the smooth running of MP, some handy new hooks for modders and many and various different fixes and improvements.

     
    The full and unexpurgated changelist is pretty vast, but a quick topline run-through of its contents will now follow:
     
    In MP: improvements to car physics, admin improvements, anti-cheat fixes, better handling of dead bodies, PvP and safehouse fixes, fixed grass growing through safehouse floors and much much more. VHS fix – an end to the peril of one-time-use video tapes on servers. A raft of Steamdeck compatibility improvements. New items, new forage finds, updated 3D models, new hair types and more. Scarecrows and Lab Skeleton ‘mannequins’ that can be kitted out in player clothes.  


     
    Quality of life features: renamed Skill books, better item placing, movable minimap and many and various other things. 3D items now shown as textures rather than models. As such they now slide around less when the player moves, and have far less of a performance impact when all piled up. New/improved tag system for modders, and other general mod-side improvements. Added ambiance noise for different areas on the map tied to particular buildings and items, such as a little bit of mall muzak.  
    Relevant ‘power down’ noises for the above-mentioned sounds to flag the power/water cutting out.
        New sounds for arcade machines, gas pumping, vehicle headlights and car window opening (both via handle and electric windows). Also BBQ noises, campfire sounds, fireplaces and more zed trip/thump stuff. Improved treatment of inside/outside sounds depending on whether doors and windows are open or closed. Loads of UI and controller improvements that are universally handy, but have primarily been put in for (you lucky!) Steamdeck users. 41.68 works okay with the new handheld device, but 41.69 should provide some vast improvements. Lots of general balance, including a spotlight on foods and recipes. A shitload of general fixes.
    We would be hugely grateful if players could move over to 41.69 and report any oddness or hiccups, and likewise to inform the creators of any mods that have been broken.
     
    We have done our best to bypass disruption, but in such a wide-ranging patch there will always be mod toes that the code has unavoidably trodden upon.
     
    (Creators of radio/TV-related mods should especially pay attention to the MP VHS fix, as it may cause some issues.)
    OTHER STUFF
    Elsewhere work continues on Build 42 and 43 content continues, with RJ still focusing on farm animals, and also the introduction of some basic AI versions of wild beasts also. Please consider these WIP!

      Also coming to you today with a WIP tag (as we are working on far better player directional ‘strain and lean’ animations rather than a repeated ‘pull animation’) is a video from Aiteron showing his current work on the fishing update.
     
    A lot of work these past few weeks has also been into making it work online, and our testers have been having some impromptu fishing competitions already.
     
    Here, also, you can see:
     
    Water splashes (visuals WIP) to show placement of groups of fish, ultimately we plan to move to a more constant surface disturbance to show the positions of fish at any given time, as well as use the current splashes instead when the fish is struggling on the line. Lines and hooks that can be changed on the fishing rod that have an impact on your fishing. A fishing net you can catch items in, and a new ‘generic trash’ item that can also become snared up in your tackle and provide you with a random item (not always a shoe!)
        In the land of MP meanwhile the Strike Force are currently working on vehicle smoothness, and rare strange physics during and after vehicle collisions. They also have some imminent plans for better hit-fall position prediction, which should make corpse placement much closer to how it looks in SP.
     
    We are also partway through a longer term process of making the inventory system completely server side (or rather authenticated server side) to avoid any kind of item spawning cheats. This is something we really need to do to close up the potential for item hacks on MP servers.
     
    It will not likely appear for a while, most like coming in a major build rather than an iterative patch as it is a major piece of work and will also come with the potential for mod breakage for mods that spawn items directly on the client.
     
    (We’ll make sure to keep it unstable a good period to give mod authors a chance to fix when it rolls around, and will provide some method for modders to legitimately spawn items recognized by the server when needed.)
     
    This week’s stand-off from Viиicius. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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.
  8. Like
    VikiDikiRUS got a reaction from Xyberviri in VikiDikiRUS's buildings collection.   
    Today i wanted to create something unusual. So, I'm representing for you... Train tunnel!
    Very unusual, huh?
     

     
    Download.
  9. Like
    VikiDikiRUS got a reaction from Jericoshost in Poisoning Food With Bleach should be secret   
    Actualy, if you have <3lvl (or higher, idk) of cooking you can make poison-food without "poison icon"
  10. Like
    VikiDikiRUS 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.
  11. Like
    VikiDikiRUS reacted to nheve in Blender template for creating custom PZ Tiles   
    Blender template for creating custom Project Zomboid Tiles
     
    Hello. Recently been experimenting with creating custom tiles for Project Zomboid, and tried to create some model for it in the Blender software. So ive decided to prepare and share some instructions/template for people who would want to create their models/furniture in blender - but they are still a bit confused how to start with it, to fit with the default PZ dimensions.
     

     
    Heres project file for Blender (currently 2.92.0 version), which contains a basic workspace for creating Project Zomboid tilesets in 3D environment.
     
    Download:
    https://drive.google.com/drive/folders/1B_wVyOKwibm3PxI6-ZQsP_hgV0U3OQGi?usp=sharing
     
    Camera angle is set up to fit properly the isometric view of tiles used in PZ (you can see camera view by pressing Numpad0 key). Also theres included additional ‘helper grid’ (just an image reference) to keep track of proper size for the model (this grid is only visible in the camera view).
    Ive included also an example of bookshelves modeled by me - with base texture, normal map and specular map - also with two lights to create shadows and give an additional effect of accent to the final render. These maps are optional, but they helps in adding more depth to your model. You can also change or remove (or add more) the lights, but its generally good to have at least one light in scene.
     
    Important note - to fit into general style of tiles ingame, remember to set up lighting affecting your models in a similar style as it is visible on original tiles. To help you with understanding the lighting style of tiles in PZ, ive prepared some quick helper images below:

     
    In blender project, ive also enabled Ambient Oclussion option in the scene properties, as well with Bloom effect for making the render looks more soft and smooth for the eye. These options can be adjusted and disabled as well.
     
    The process of creating a model can be a bit complicated and overwhelming at beginning, so before using this template - make sure to look up the basics of modeling, creating uv map and texturing in blender. Personally i would recommend learning from the “Blender Guru” channel (made by Andrew Price). He’s got very good tutorials especially for beginners, with a calm pace of narration through it, while explaining each step in details.
     
    General steps for creating your model are as below:
     
    1) Start modeling the shape of your object/furniture. There are many different methods how to do it, and its good to look up for tutorials and find the method best fitting for yourself. Example: Here
     
    2) When you will have a finished model, you need to unwrap your mesh to UV Map. By default it is made by selecting all faces of your mesh in edit mode (with A key, or manually) - and then pressing U key, and choosing one of the options to unwrap it into UV map. Theres few ways to do that as well - if your model isnt very complicated and detailed, i think simple and practical way is just to use Smart UV Project option, and then setting some small value for the Island Margin (so you can edit easily each face of the mesh in UV map later). Heres another video which may explain you more about unwraping the mesh (and also marking seams, which allows you to manually project your mesh in parts): Link
     
    3) Once you have your model and UV map prepared, you need to find or create some textures. Please keep in mind that not everyone is okay with using their textures by someone else - but you should be able to find some nice, free textures for non-commercial projects (or commercial if its needed). Texture ive used in the template, i found on this site: https://freestocktextures.com/texture/ The authors of these photos give you license to use the textures for free in both commercial and non-commercial way - also with possibility to modify the texture as you would want to (which i did, making the texture a lot darker).
     
    4) With prepared texture, you need to create new material for you model, and apply the texture to it. You can do it by going to the node view (in Shading tab), and adding Image Texture Node, choosing your texture in it, and finally linking it to the Output Node. Once you have your texture linked, you can go to the UV Editing tab on the top, where you will be able to see two viewports - uv mesh editor on the left, and 3d view on the right. Hover your mouse cursor on the view on right side, make sure to change mode to Edit mode, and then press Z key, and choose Rendered view, to see your render (with applied texture) in the real time (thanks to new Eevee render engine in blender). Now you can select different faces of your mesh in this viewport, and with each select you will see in the left viewport a highlighted face projected from our mesh. Use this UV Editor to adjust your uv map (change shape or scale), to make sure texture appears properly on your model.
     
    5) All necessary steps are completed. You can also add the normal map and specular map to give your model more depth. This can be done as well with the nodes in the Shading tab. You can look up the basic example in the template, in the same node view. Making normal maps and specular maps can be done in a few ways as well. But for this tutorial - you can find online free tools which would help you generate those maps, based on the base texture. Theres also a way to generate normal maps in Krita (as well like in Gimp or Photoshop), by using proper filter.
     
    6) Remember to add some light to your scene, its nice to have at least a subtle one. You can also change the overall world lighting in the World properties/Surface.
     
    How to use a template
     
    Simply open the project in blender, and start by hiding the bookshelves model (make it visible when you will need a reference, you can remove it later). Do it, by hiding not just model, but the individual collections (which are like layers in the graphics software) - like ive prepared in the project, as seen below:

    Notice also that theres four different collections of bookshelves models - two for the different sides in front view, and two for the different sides in back view. Also each of them is placed in the slightly different position - it is intentional to make the same light effect on them, but with light covering them accordingly from proper side (and fitting to the original PZ lighting style), in the final render (so you need to render and save them separately - just check current collection, and uncheck the rest). The lighting setup ive prepared in the project isnt perfect and ideal, but should work properly with your models, and for the most important - it should fit the original style.
    Dont be afraid to experiment with setting different lighting - and changing its shape, power, or even colors.
     
    Theres helper grid of original isometric tiles from project zomboid, which appears only in the Ortographic view in the camera (access camera view by Numpad0 key). You can use it when you are done with final model, to align the model/furniture as it would appear in the TileZed editor - to make sure, for example, if it fits on the one or more isometric tiles.
     
    The angles for the camera in blender, to work with the isometric view of PZ, are set up as below:

     

     
    Orthographic Scale is set to 10. To fit the original tiles size it should be on 20, but we are using 10, because (in my opinion) as you will see later - it will help us create better, clean effect (instead of blurry) in the final render and exporting to tileset.
     
    When you are happy with look of your model, render it and save as image (separately for all front and back sides).
     
    Also useful tip:
    To prepare back view of your model - simply duplicate your model, select it, and then just press S (scale) key, and then X (x axis), and finally write -1 and press Enter key to accept. This will rotate the object in the opposite direction, exposing its back properly to the camera view (remember to place it in the proper position, having in mind the style of covering lighting).
     
    Also one more useful tip:
    To change a model to appear in different sides (front or back), in the eyes of your camera, as in the template project - you can select your model, duplicate it, and then press R (rotate) key, then press Z key (z axis), write number 90, then press minus (“-”) key (to make value as negative 90), and finally press enter to accept it. This will rotate your model accordingly in 90°. You can repeat the same process, but without using minus, to rotate model in opposite direction.
     
    Now we will add our rendered images to the tileset. To do that, find the image of one of the tilesets for Project Zomboid, which are available here:
    For this tutorial we will use “furniture_shelving_01” tileset image. Open it in your favorite graphics editor/software (in my case Krita). Then in the next tab open one of the rendered images. Change the scale of the whole image of your rendered model (should be in 1920x1080 resolution), by dividing original value by 2 - and choosing Scaling method as: Nearest Neighbour (or as Closest, or Pixel Perfect, in different software). Now you should have your image in 960x540 resolution.
    Select and copy your rescaled image, and go back to the “furniture_shelving_01” tileset, and paste your image there on new layer. 
    After this, try to line up layer of your new tile on top of the original one (in this case bookshelves), having the original one below your new one , and then select and delete the original tile from the first layer, leaving only your tile in the place. 
    This way you should achieve effect as below:

     
    As you can see, we got our new tile in a crispy (as Popeyes Chicken) look, instead of anti-aliased or too blurry - if we would set our previous value already as 20 in render settings in blender. This way the new tile got more pixel-like look, and (at least in my personal view) more fitting to the original PZ style.
     

     
    Thats all for this tutorial. Thank you for reading this - hope it could help someone. Good luck and have fun with creating your own tiles
     
    - nheve
  12. Like
    VikiDikiRUS got a reaction from DavidBlane in Small hospital   
    Yo. It's me again.
     
     
     
     
    Download
  13. Like
    VikiDikiRUS got a reaction from DavidBlane in VikiDikiRUS's buildings collection.   
    Shipyard.
     

     
    Download.
     
     
  14. Like
    VikiDikiRUS got a reaction from DavidBlane in VikiDikiRUS's buildings collection.   
    Today i wanted to create something unusual. So, I'm representing for you... Train tunnel!
    Very unusual, huh?
     

     
    Download.
  15. Like
    VikiDikiRUS got a reaction from DavidBlane in VikiDikiRUS's buildings collection.   
    WELCOME, STRANGER!
    I'm Matrioshka, AKA Pe2h, AKA VikiDikiRUS. Time to time I post buildings I've made. So, feel free to download it, use it on your maps and stuff like that. I don't mind. Really. 
    Don't forget to credit me. Thanks. 

     
    "Unfinished" building:

    Don't forget to wear hard hat!
    DOWNLOAD
     
     
    Train tunnel
     

     
     
    Shipyard.
     
    Check my Steam Workshop!
    https://steamcommunity.com/profiles/76561198041911358/myworkshopfiles/
     
    My another buildings:
    Farm house. (My favorite)
    Hospital
    Wooden house
     
     
     

     
  16. Like
    VikiDikiRUS reacted to nasKo in Looks different somehow   
    Welcome, welcome to our new PZ website. We like it very much – and there’s still some additional work on it to come too. So please feel free to chip in with any constructive feedback you might be able to supply, and we’ll bring it to the attention of the marvellous design people at Redwire.
     
    Clearly once Build 41 is fully multiplayered up and released, we’ll also be draping screenshots and trailers showcasing the game’s newer look all over the site. For now, though, the normal Build 40 screens remain.
     
    In terms of Build 41 blog-wise this week – it’s a bit of ‘work is in progress’ affair.
     
    MP-wise Yuri is continuing to polish off the light ownership system and squashing bugs along the way – making sure that the server zombies behaviour match that of the client, and that the correct information is passed up and down to make sure they stay in sync.
     
    (Nothing that can really translate to a cool video like in previous weeks though, sadly.)
     
    IWBUMS BETA PATCH 41.40
     
    There’s a lot of general polish and tweaks going into 41.40, some of which was listed last week, and on top of this we’ve also got RJ deep in the guts of the tutorial – making sure we have a variation of it that works with a gamepad.
     
    While RJ is down in that particular dungeon though, we’ve also been making the most of the opportunity to smoothen out some of our more jarring issues in the overall animation system.
     
    Martin recently noticed a way to move between our anims more seamlessly, and with less of an evident pause in certain cases.
     
    To this end, Zac has added a flag that allows animation states to transition before the animation blending is complete. Previously, to start an attack after another, the second would have to wait until the previous had 100% blended out into the aiming pose before the logic would transition states and allow for another attack to be initiated.
    Now, with the early out flag, the character’s arms can still be completing the last stage blend back while the code transitions back into the aiming state. This allows for another swing to be started that ‘crossfades’ into the end of the previous one.
     
    Around the rest of the anims, this will allow us to avoid awkward pauses between actions, allow us to chain animations together much more fluidly, and generally make the animation system a lot slicker and give us finer control over timing of consecutive animations.
     
    In particular it should solve the problems with the spear finishing moves causing the awkward long pauses that get some players killed. It won’t just be in combat either – among many other examples you can also expect slicker stumbling, falling, getting back up and vaulting over fences at speed.
     
    However, the kicker to all this is that it’ll bubble up a lot of balance ramifications backstage for us to sort out – so in the coming week we’ll be doing a pass over the combat to see which areas have been made too easy and address each in kind.

    To get an idea of the speed/slickness we’re talking about here, have a look at this Before and After in which Zac is wielding a hammer.
     
     
     
     
    We won’t have a firmer idea of when the patch can be released to the IWBUMS beta until we’re a little deeper into the balancing discussed above and the tutorial polish is complete.
     
    In terms of other stuff added to 41.40 added in the past week, though, you can find a few bullet-points below.
     
    Corpses and Generators tidy-up – automatically filled graves after five corpses, more consistent rules around carrying corpses and gennies and general polish. Radial menu option to smash a vehicle window when outside the vehicle Fixed freezing and thawing times so they’re standardised, and not impacted by day length. Improved consistency of player lighting – which was bugging out when you swapped equipment previously. General fixes for UI flickering, crafting objects not being removed from hands after carpentry and a bunch of other stuff. Corpses and downed zombies now have shadows – which helps to ground them in the scene a little better than previously.  
     
    This week’s graveside lament from 拉姆达lrh. 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!
  17. Like
    VikiDikiRUS reacted to lemmy101 in IWBUMS 41.24 released!   
    NEW
     
    Added zombie turn alerted
    When climbing through a window and a zombie blocking it making you fall back into the house, zombie will emit a sound so you know it's there.
    Can now shoot at windows (they'll be highlited if in range/direction).
    Zombies now won't get up if a player is standing on top of them.
    Game now detects when zombies have been walking-on-the-spot for several seconds, then stop moving.
    Groups of zombies attacking vehicles now coorindated better to avoid them endlessly walking into a vehicle they can't possibly reach.
    Added prediction for melee combat. If you're attacking a zombie that is lunging toward you, we increase virtually the range of weapon to detect an attack, this should make the "miss" animation play way less often when you actually will hit the zombie.
    Drivers now look behind them when the vehicle is moving in reverse. This fixes players not being able to see the vehicle they are in when reversing into unseen areas. Drivers and passengers may look around by holding the Aim key or the controller right-stick when windows aren't opened.
    Control-mousewheel now cycles between containers in the inventory and loot windows when the mouse is over the items list.
    - Quality-of-life improvements to taking dirt/gravel/sand.
    1) The most-full bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
    2) A cursor is displayed for picking locations to take from. This allows the player to click four times in a row
    to fill one bag, instead of having to right-click and choose the same action four times from the context menu.
    - Quality-of-life improvements to pouring dirt/gravel/sand.
    1) The cursor displays a green or red outline to make it easier to see.
    2) The first non-empty bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
     
    BALANCE
     
    Reduced damage done by falling from 2 storey windows.
    Fixed being underweight/very underweight causing immediate death when falling from 2nd storey windows and over encumbered.
    Allow lunging zombies to climb over fences and through windows instead of walking-in-place into them.
    Agoraphobic/Claustrophobic are now mutually exclusive.
    Increased hemophobic points given to 5.
     
    FIXES
     
    Fixed no zombies sandbox options still spawning zombies in vehicle stories.
    Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle).
    Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound).
    Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState).
    Fixed two multithreading bugs.
    Fixed not being able to attack after closing a map when using a controller.
    Fixed Transfer All moving hotbar items.
    Fixed Hemophobic stress increasing faster at higher framerates.
    Fixed the player getting stuck in the fishing state if they performed other actions while fishing.
    Fixed driving through forests is bumpy even when wood floors have been placed.
    Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house.
    Fixed blocked buttons in the New Game screen after deleting the last savefile.
    Fixed not being able to take water from puddles if Dynamic Skybox = No.
    Fixed plumbed sinks taking water from puddles.
    Fixed Lock framerate = Uncapped not being saved.
    Fixed BodyPart.RestoreToFullHealth() not stopping bleeding.
    Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player.
    Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y).
    Fixed passengers seeing the "B for Brake" prompt when using a controller.
    Fixed DebugChunkStateUI not updating the display when selecting new squares.
    Forbid using the name of an existing directory when creating a new game.
    Forbid entering various invalid characters in the savefile field when creating a new game.
    Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered.
    Fixed not spawning zombies eating corpses inside rooms.
    Fixed spawning zombies eating corpses in a room when zombie spawning is disabled.
    Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center.
    Fixed blood splatter causing bushes and trees to rustle.
    Fixed not being able to walk off the floor in all directions after building a new staircase.
    Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only).
  18. Like
    VikiDikiRUS reacted to nasKo in Bandage Club   
    This week’s Thursdoid is a quick walk-through of where we’re at we’re afraid – nothing super-sexy, but hopefully a few items of interest.
    NEXT PATCH
    The next patch, 41.21, is now in internal testing and feature-locked aside from any new fixes or balance. We’re trying to schedule these releases for the start of each new working week, so fingers crossed this coming Monday we will be seeing the following in the public IWBUMS beta:
    The new (expansive) tailoring submenus replaced with a new clothing UI for each individual garment – where blood/rips can be seen clearly, and cleaning and repairs can be performed. WIP version below. General balance for the new insulation/thermos system. Includes: slowed body heat gain/loss rates, slightly easier to regain the feeling of warmth, less general sweat in colder temperatures, water resistance added to relevant garments and increased energy/fluid consumption in extreme conditions. We’ve also begun separating out the more technical aspects out of the current ‘debug’ style UI. Visible bandages on the player Fixes for: walking-in-place zeds (hopefully), sheet rope blockages, disappearing/reappearing vehicles and many/varied other issues BEYOND
    Next of our required big ticket items will likely be Yuri’s new fire visuals, and also some specific ‘challenges’ for the Kingsmouth paradise island and film set maps.
    In terms of other stuff required for the big relaunch and 41 release, meanwhile are the travails of Zac: poor old lovely Zac, still waist-deep in our zoom/hi-res branch.
    Formerly we had this working well in testing, as both an optimization and  visual improvement, aside from occasional issues – but the fixes for those occasional issues have run ever more deep into the codebase.
    We’re increasingly aware however that this has now begun to steal manpower away from MP, which isn’t really fair on those waiting for it, so might have to reassess the situation next week once it’s clearer how much longer Zac’s toil could be.
    Finally, seeing as it’s been a dry-doid overall, here’s something else RJ’s been cooking up that will likely appear in a patch or two’s time:

    This week’s image from Swordfish II on Steam. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  19. Like
    VikiDikiRUS reacted to elislavkat in [IWBUMS] Garage Doors Lead Into a Wall   
    Trust me, Harry! 
  20. Like
    VikiDikiRUS reacted to Okamikurainya in Disease Overhaul   
    Right now, the way disease is handled contrasts starkly with the overall complexity of the game...

    My suggestion is to remove the ambiguity and turn certain Moodles into Symptoms, rather than have them as the disease themselves.
     
    Symptoms:
    Congestion:
    Congestion replaces the Cold Moodle, becoming a symptom. It functions near identically, giving the player a chance to sneeze loudly, attracting zombies. Can be aided with an equipped tissue and treated with Antihistamines.
    "Runny Nose"
    "The sniffles"
    "Congested"
    "Severe Congestion" Fever:
    Fever replaces the current Sick Moodle, becoming a symptom. Each stage will increase your character's temperature by a certain amount and will cause damage on its' highest level while also lowering healing, strength and increasing the rate at which a player gets sleepy. Can be treated with Antipyretics unless it is a symptom of Zombification. Equipping a Cold Pack that has been cooled in a freezer or a bag of Frozen Peas can also help.
    "Bit of a Temperature"
    "Temperature"
    "Severe Temperature"
    "Terminal Fever" Nausea:
    Nausea is the other half of the current Sick Moodle becoming a symptom in its' own right. It lowers healing, strength and speed. It can be treated with Antiemetics.
    "Bit Sick"
    "Sick"
    "Really Sick"
    "Severe Nausea" Sore Throat:
    A Sore Throat is similar to Congestion, but may cause pain when eating with an increasing chance to loudly cough which may attract nearby zombies. Can be treated with Cough Syrup.
    "Scratchy Throat"
    "Painful Throat"
    "Rough Cough"
    "Severe Coughing" Shivers:
    Shivering which will lower the accuracy of the player. Can be relieved with Painkillers.
    "A bit Shaky"
    "Shaky"
    "Shivering"
    "Severe Shivering"  
    While those are direct symptoms, other Moodles such as Pain would also be symptoms, directly or indirectly.

    Medications:
    Painkillers:
    Relieves Pain and Shivers. Can cause Nausea if abused. Beta Blockers:
    Relieves Panic. Antidepressants:
    Relieves Sadness. Can cause Anger if abused. Sleeping Tablets:
    Helps you sleep. Can cause Nausea or loss of Health if abused or taken while Drunk. Vitamins:
    These should boost healing and help you recover some Immunity. Antibiotics:
    Speeds up healing of Colds, Pneumonia, Infection and Stomach Flu. Can cause Nausea if abused. Caffeine Pills:
    Relieves Sleepiness. Can cause Shivers if abused. Antihistamines:
    Relieves Congestion. Can cause Sleepiness if abused. Antipyretics:
    Relieves a traditional Fever. Can cause Nausea if abused. Antiemetics:
    Relieves Nausea. Cough Syrup:
    Relieves a Sore Throat, may also make you Drunk if taken in large quantities. Flu Vaccine Vial:
    A vial containing a Vaccine for the Flu Virus. Can be added to a syringe so that you can administer a Flu Shot. Each Vial can fill a Syringe 4 times. Taking a Flu Shot will cause the Severity of Flu to begin to decline and will provide you with a month of immunity to the Flu Virus. Common Infection Vaccine Vial:
    A vial containing a Vaccine for the Infection. Can be added to a syringe so that you can administer a Common Infection Shot. Each Vial can fill a Syringe 4 times. Taking a Common Infection Shot will cause the Severity of a Common Infection to decline and will provide you with a month of immunity to the Common Infection. Rabies Vaccine:
    A vial containing a Vaccine for the Rabies Virus. Can be added to a syringe so that you can administer a Rabies Shot. Each Vial Can fill a Syringe 4 times. Taking a Common Infection Shot will cure Rabies, provided you take it prior to the manifestation of symptoms, and will provide you with a month of immunity to the Rabies Virus.  
    There are a few others I'd like such as Morphine and so on that would have a chance to cause addiction, but the ones I've added are more to expand on what is present, rather than add too much new.
     
    Items:
    Pill Dispenser:
    A container with random pills inside. Water bottle with Dissolved Painkiller:
    As the name suggests. The Player can dissolve up to 4 units of Painkillers into a Water Bottle, allowing for Painkiller use to be stretched out, if a bit weakened. Surgical Mask:
    Surgical Masks (along with gasmasks) provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, as long as they are at least 50% clean with no damage. Hazmat Gear:
    A full set of Hazmat Gear will provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, so long as they are undamaged. Syringe:
    A medical syringe used for injecting yourself with a Vaccine. Maybe also for Addictive Drugs. Empty Vial:
    Garbage item left over when adding a Vaccine to a Syringe. Can hold water.  
    Traits:
    Strong Immune System:
    Chance of catching a disease is halved. Can go well with Iron Gut and Outdoorsman for a Robust Genetics build. Weak Immune System:
    Replaces Prone To Illness. Chance of catching a disease is doubled, more likely for a wound to be infected and faster Zombification. Iron Gut:
    Chance of catching Stomach Flu from food or water is halved. Weak Stomach:
    Chance of catching Stomach Flu doubled. Outdoorsman:
    Being wet does not weaken your Immune System. Immune to Hayfever. Allergy Prone:
    Very prone to Hayfever. Hayfever gained this way bypasses Immune System Variable with there always being a 10% chance of contracting Hayfever when moving through thick Vegetation in off seasons and a 25% chance in Spring. Resilient:
    Less likely for wounds to become infected and slows Zombification. Asthmatic:
    40% increase in running endurance loss, 30% increase in swing endurance lost and a chance to loudly cough when Exerted. Hypochondriac:
    May develop infection symptoms without being infected. Easily Amused:
    Slower rate of boredom and unhappiness. Depression:
    Becomes bored faster and gradually becomes sadder with time.  
    The Immune System:
    The Immune System, or simply just the Immunity variable, determines the chance of becoming ill.
    At 0%, you are fully healthy and won't get sick.
    But any activity while Sick, Dirty, Bloody, Wet, Sleepy, Exerted, Sad, Injured or Hungry will cause it to gradually rise. At 1%, you have a 1% chance of catching a disease and so on.
    Sleeping will help you recover your Immunity most of the time, however putting yourself to sleep with Sleeping Pills or Alcohol will prevent this recovery. Being well fed will also help you recover.
    This variable is invisible to the player, as it is to a real person.
     
    Severity:
    When catching a disease, it will gradually rise in severity, before reaching a peak and lowering again in severity until the disease is gone. During this time, all you can do is treat symptoms and rest until you are better. There are 4 levels of Severity, based on when the disease's variable is at 1%-25%, 26%-50%, 51%-75% and 76%-100%.
    Certain diseases, when treated with certain medications and the disease's variable reaches 0% will then be cured.
     
    Nutrients:
    There are many nutrients which a player will gain with a balanced diet. Lacking certain nutrients in your diet for too long will result in a Nutritional Disease. Nutritional Diseases bypass the immune system.
    Calories:
    Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or anorexia may sneak up on the player.
    Maximum: 3700
    Minimum: -2200 Carbohydrates:
    Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Carbohydrates, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Lipids:
    Lipids, previously called fats, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Lipids, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Proteins:
    Proteins are a determining factor in the increase and decrease of the Player's strength stat. Without the necessary proteins, the player will not be able to level up their strength. If a player consumes more than 400 Protein units, they will increase their strength in the same way as in the same manner as B40/B41. If the player consumes more than 700 Protein units, they will gain a 1.5 multiplier for strength increase. If a player's protein units falls below -250, they will start to lose strength, and reaching the minimum Protein units of -500 will result in the loss of strength with a multiplier of 2.
    Maximum: 1000
    Minimum: -500 Salts:
    Salts can alter the rate at which a player becomes thirsty. This value is ignored unless the player has consumed more than 400 or 700 Salts resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Sugars:
    Sugars are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Sugars, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Vitamins:
    Vitamins are essential for keeping your Immune System strong. So long as the player consumes more than 400 Vitamins, their Immunity will recover as per normal while resting or sleeping. If the Sugar unit falls below 0, their Immunity will no longer recover.
    Maximum: 500
    Minimum: -500  
    Diseases:
    Diseases are visible in the Health tab when you have a certain level of First-Aid, but otherwise you'll have to guess by symptoms and circumstances.
    Flu:
    Sometimes, Zombies, Pigs (when added) or Chickens (when added) will spawn as infected with the Flu Virus. Being within 5 tiles from an infected zombie, the infected Zombie's corpse, an infected Player, an infected Player's corpse, an infected Pig or Chicken and an infected Pig or Chicken's corpse will make you vulnerable to catching the flu. Pigs and Chickens will also be at risk of catching it.
    Symptoms are Congestion, Fever, Pain and a Sore Throat.
    After catching Flu, there is a cooldown time before you can catch it again of around a month.
    Severity 1:
    The Flu is Asymptomatic at this severity, increasing the likelihood that you will spread it to other players unwittingly.
    Severity 2:
    Level 2 symptoms.
    Severity 3:
    Level 3 Symptoms.
    Severity 4:
    Level 4 Symptoms, risk of death without treatment.
      Cold:
    A cold is an ambient bacterial infection that can be caught when being wet, hot, cold or tired. Similar to Flu but far less severe but also far quicker to show symptoms.
    Symptoms are Congestion, Fever and a Sore Throat.
    Can be directly treated with Antibiotics.
    Severity 1:
    Level 1 Congestion and Sore Throat, no Fever.
    Severity 2:
    Level 2 Congestion and Sore Throat, no Fever.
    Severity 3:
    Level 3 Congestion and Sore Throat, Level 1 Fever.
    Severity 4:
    Level 4 Congestion and Sore Throat, Level 2 Fever.
      Pneumonia:
    An ambient infection of the lungs that can be caught while Hypothermic. Similar to a Cold but far more severe.
    Symptoms are Fever, Sore Throat and Shivers.
    Can be directly treated with Antibiotics.
    Severity 1:
    Level 1 Sore Throat and Shivers, no Fever.
    Severity  2:
    Level 2 Sore Throat, Shivers and Fever.
    Severity 3:
    Level 3 Sore Throat, Shivers and Fever.
    Severity 4
    Level 4 Sore Throat, Shivers and Fever. Risk of death without treatment.
      Hayfever:
    Can be caught by moving through dense vegetation during Spring.
    Symptoms are Congestion and a Sore Throat.
    Can be treated directly with Antihistamines.
    Severity 1:
    Level 1 Congestion, no sore throat.
    Severity 2:
    Level 2 Congestion, no Sore Throat.
    Severity 3:
    Level 3 Congestion, Level 1 Sore Throat.
    Severity 4:
    Level 4 Congestion, Level 2 Sore Throat.
      Stomach Flu:
    An infection of the stomach lining, can be caught by eating uncooked or rotten food as well as drinking tainted water.
    Symptoms are Nausea, Fever and Shivers.
    Can be treated directly with Antibiotics.
    Severity 1:
    Level 1 Nausea, no Fever or Shivers.
    Severity 2:
    Level 2 Nausea, no Fever or Shivers.
    Severity 3:
    Level 3 Nausea, Fever and Shivers.
    Severity 4:
    Level 4 Nausea, Fever and Shivers. Risk of Death if untreated.
      Bleach Poisoning:
    Bleach poisoning is a fast onset and fatal illness caused by directly drinking Bleach. It is always Severity 4.
    Symptoms are Sore Throat, Pain, Anxiety, Shivers and gradual loss of Health.
    Severity 4:
    Level 4 Symptoms. Death is certain.
      Food Poisoning:
    Food Poisoning is similar to Botulism but is caught by eating Poison Berries, Poison Mushrooms or food poisoned with Bleach.
    Symptoms are Nausea, Sore Throat, Pain, Shivers and gradual loss of Health.
    Severity 1:
    Level 1 Nausea and Sore Throat, no others.
    Severity 2:
    Level 2 Nausea and Sore Throat, Level 1 Pain and Shivers. No loss of Health.
    Severity 3:
    Level 3 Nausea and Sore Throat, Level 2 Pain and Shivers. No loss of Health.
    Severity 4:
    Level 4 Nausea, Sore Throat, Pain, Shivers and a gradual Loss of Health. Can be fatal even with treatment if health already low.
      Rabies:
    Caught by being Bitten by an infected animal. It is always Fatal if not treated with a Rabies Vaccine prior to Severity 2.
    Symptoms are Anger, Stress, Weakness, Sore Throat, Agoraphobia, Pain when Drinking or Eating and Gradual Loss of Health.
    Severity 1:
    No symptoms.
    Severity 2:
    Level 2 Symptoms, but no loss of Health.
    Severity 3:
    Level 3 Symptoms, but no loss of Health.
    Severity 4:
    Level 4 symptoms and gradual loss of Health. Death is certain.
      Infection:
    Caught by not properly treating a wound or spending a lot of time around corpses while your immune system is compromised.
    Symptoms are Nausea, Pain, Shivers and Fever. If playing as a Hypochondriac, the symptoms are identical to Zombification if contracted from a Zombie Scratch instead but not always fatal.
    Can be directly treated with Antibiotics or applying a sterilizing agent to the infected wound.
    Severity 1:
    Level 1 Nausea, no other symptoms.
    Severity 2:
    Level 2 Symptoms.
    Severity 3:
    Level 3 Symptoms.
    Severity 4:
    Level 4 Symptoms. Can be fatal if left untreated.
      Scurvy:
    Scurvy is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Vitamin intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Scurvy. Taking in the proper amount of Vitamins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Shivers, Pain and gradual loss of Health.
    Can be directly treated with food rich in Vitamins or Vitamins medication.
    Severity 1:
    Level 1 Shivers and Pain, no loss of Health.
    Severity 2:
    Level 2 Shivers and Pain, no loss of Health.
    Severity 3:
    Level 3 Shivers and Pain, no loss of Health.
    Severity 4:
    Level 4 Shivers and Pain and the gradual loss of Health. Can be fatal if left untreated.
      Anemia:
    Anemia is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Protein intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Anemia. Taking in the proper amount of Proteins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Sleepiness, Weakness, Decreased Spatial Awareness, lowered item transfer rate and the gradual loss of Health.
    Can be directly treated with food rich in Proteins.
    Severity 1:
    Level 1 symptoms, no loss of Health.
    Severity 2:
    Level 2 symptoms, no loss of Health.
    Severity 3:
    Level 3 symptoms, no loss of Health.
    Severity 4:
    Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
      Thyroditis:
    Thyroditis is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Salt intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Thyroditis. Taking in the proper amount of Saltss will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Sore Throat, Shivers and the gradual loss of Health.
    Can be directly treated with food rich in Salts.
    Severity 1:
    Level 1 symptoms, no loss of Health.
    Severity 2:
    Level 2 symptoms, no loss of Health.
    Severity 3:
    Level 3 symptoms, no loss of Health.
    Severity 4:
    Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
      Zombification:
    Caught by being Bitten or Scratched by a Zombie. It bypasses Immune system, with Bites always resulting in being infected and a 25% chance of being infected by a Scratch.
    Symptoms are Stress, Sadness, Nausea, Untreatable Fever and the eventual death and rising as a Zombie.
    Severity 1:
    Level 1 Stress, no other Symptoms.
    Severity 2:
    Level 2 Stress, Level 1 Sadness, no other Symptoms.
    Severity 3:
    Level 3 Stress, Nausea, Sadness and Fever.
    Severity 4:
    Level 4 Stress, Nausea, Sadness and Fever. Death is certain.  
    Abilities:
    Players with high First-Aid or medical related Occupations/Traits will be able to deduce illnesses and administer medication directly to another Player, so Doctors and Nurses will have even more use in Multiplayer.
     
    And that's that! Did I miss anything? What did y'all think?
  21. Like
    VikiDikiRUS reacted to Okamikurainya in Door Overhaul   
    My suggestion is for doors to have some new variables added to them.

    Lock Type:
    The lock type is exactly what it sounds like, the type of lock the door has.
    These could be:
    Dead Bolt -
    The most common type of lock, requires a key to lock and unlock from both sides. Knob Lock -
    For some interior doors, a simple switch on the door handle. Can be unlocked without a key provided you are on the right side of the door. (this is how all, aside from the black magnet lock doors, doors currently function in game) Magnet Lock -
    A rare type of lock that will lose functionality when the power goes out. Can be unlocked with a Security Key Card found in the building or on a local zombie. This type of lock cannot be broken, but comes with the caveat of needing power.
    Lock Complexity:
    A determining factor in the player's ability to pick a lock.
     
    Lock Strength:
    The structural strength of the lock.
     
    Door Strength:
    The structural strength of the door itself.
     
    These would all be viewable through a "Door Structure" screen, ala the "Vehicle Mechanics" for vehicles.
     
    With that out of the way, we can work off of that to suggest some new mechanics...

    Lockpicking:
    The ability to pick locks. You could use a variety of items to pick locks, including...
    Paperclip -
    Breaks easily but fairly common. Bobby Pin -
    Not as common, but abundant in hair salons. A little more durable than paperclips. Crafted Lockpick -
    Crafted using tweezers and a nail. A little more durable than a bobby pin. Lockpick -
    A very rare item, can be found in police stations most commonly. The most durable of all. Bump Key - (Octopus)
    Maybe crafted with a hammer and a key, these are pretty noisy though. Snap Gun - (Octopus)
    High chance of picking a lock, but requires a sort of "ammo", and may damage the lock. Wire Hook - (Octopus)
    A lockpick specifically for car doors. You'd find Coat Hangers in bedroom closets which you'd then "Craft" into the Wire Hook. Alternatively you could craft them from rolls of wire. Easy to make, easy to break. Slim Jim - (Octopus)
    A lockpick specifically for car doors. Very rare but very durable, you might find one in a repair shop or hardware store.
    Door Latching:
    Crafting an add-on for a door that enhances Lock Strength. If a player tries to open from the opposite side from the latch, they'll say "The Door is Barricaded".
    This would come in a few flavours...
    Simple Wooden Latch -
    Not very strong, but gets the job done early on. Chain Hook -
    A bit stronger than a Wooden Latch. Metal Latch -
    The strongest of the latches.  
    Door Barring:
    Crafting an add-on for a door that enhances the Structural Strength of a door and prevents the lock from taking damage from kicks. As with Door Latching, a player will not be able to open the door from the opposite side of a barred door. You'd first craft a Door Bar Frame which you could then put a variety of objects into that will increase the amount of Structural Strength by varying degrees. A metal bar would work better than a plank, etc. When you unbar the door, the item that was being used to bar it will be added to your inventory.
     
    Lock Breaking:
    Door Kicking -
    Door kicking will have a chance to break the lock of the door without affecting the door's structural strength. Doing this would work relative to your strength and the Lock Strength of the door. This becomes harder if the door is latched or barred. While you may be able to get into houses more easily, this makes a lot of noise and a door may take a few kicks to break the lock. It will also render the door lockless, something you may not want if you're thinking of making that building a base. Door Breaching - (Tails)
    Similar to kicking down the door, but with a higher success rate. Requires a crowbar to do so.  
    Zombie Opening:
    An unlocked, unlatched or unbarred door will be at risk of being accidentally opened if a zombie starts pounding at it.
     
    Door Materials:
    Seems all doors are made out of wood at the moment... But in reality, they have a wide variety of materials.
    Plywood -
    The weakest kind of door. Wooden -
    Okay strength, easy to make and disassemble. PVC -
    Okay strength, difficult to make and disassemble. Metal -
    Good strength, makes a lot of noise when hit at.  
    Door Windows:
    Some doors have windows in them, you'll be able to see through them and smash them to attempt unlocking the door in that way as well.
    Ninja Rocks - (Octopus)
    Crafted from spark plugs, can be used to quietly break car windows.  
    If I missed anything or y'all have any other suggestions, let me know.
  22. Like
    VikiDikiRUS reacted to EnigmaGrey in This bug is ridiculous   
    Have you never eaten icecream that's fully melted then been refrozen?
     
    It's not good.
  23. Like
    VikiDikiRUS reacted to nasKo in Sunbeds and SunZeds   
    Hey all, it’s been another week of fixes on the Build 41 internal build mainframe. As examples of what we’ve been nixing it’s like death screens not triggering, zombies snapping down on death, balancing speeds, removing ‘pet zeds’ that would follow you and never die, stopping crashes and stopping carrying a spear two-handed making your character look like they’d shit themselves.
    Here’s a few more interesting nuggets of dev, though, beyond the more everyday corrective tasks.
    CHALLENGES
    We received the latest versions of the Film Studio and paradise island Kingsmouth map from Xeonyx, which have been fully zoned for zeds in appropriate costumes. After some quick work from Martin swimwear was also provided, so we can now have summer scenes such as this within Zomboid. Huzzah for Bikini Zeds – and indeed hunky Swimshort Zeds.
    (Please note that in these screens Yuri’s new water shader has not been fitted yet.)
    NU-GAMEPLAY
    In amongst other stuff this week we’ve added in:
    Improved walking/running through tree anims. Balanced the consequence of heavy load/exhausted moodles on walk/run speeds and animations. Added in glass shard injuries on feet if you choose to walk on the new broken glass barefoot. Allowing for some fun John McClane scenarios at some point in the future, we’re sure. Added Hunter and Fisherman outfits, dumbbell and barbell weapons, a Hunting Vest item and removed the floppy wedding hat from roaming zombies (thought to be a sombrero on PZ Discord) after more internal debate than is strictly health. A floppy wedding hat would not stay on a zombie after a period of several weeks, no matter how much the Frenchman pleads. Improved defending against zed bites if you’re attacking them back, and taking into account your weapon skill, surrounding zombies, fitness & strength. STEALTH NEXT
    In the coming week we plan to be improving on the already implemented basic elements of the stealth system. While the significant full cover system we have plans and anims for will be implemented post 41 (so as not to delay the build too much) the crouched walk / run has been added and seen in previous videos.
    This will lower your profile as well as reduce your footstep volume, so will lower your chance of being spotted by a zombie. It’ll also have other features, such as if you crouch walk or run alongside a fence, you will get further bonuses to visual stealth to reduce the chance of a zombie spotting you from beyond it.
    This will obviously become a lot more interesting mechanically in future builds, but we hope this will make stealthy play more interesting, allowing players to plan routes along fences to help them stay hidden from the zombies about town.
    LOUISVILLE SNEAK-PEEK
    Seeing as there’s no vid this week, we’ve instead prised a new image from the Louisville map expansion from the iron cage of the Art Department. Please note though, as ever, that our version of Louisville is a HUGE undertaking and won’t be released in any of the forthcoming releases. It is still a long ways off.
    This week’s featured image from the floppy wedding hat obsessive Frenchman. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too
  24. Like
    VikiDikiRUS reacted to lemmy101 in The Sound of Mucus   
    Hear the 'difference':
     
     
    The zombie sounds we've added are surprisingly similar (though we didn't consciously imitate) to a show that probably represents the most culturally relevant modern depiction of the zombie in popular culture, so to those saying 'too animalistic' or 'over the top' I respectfully disagree. The vast majority of feedback we've received has been overwhelmingly positive, we're extremely happy with the results, we may tweak volumes and hearing distances before release, or add more variation and degrees between different zombies, but this is how the zombies are now and there's nothing wrong with them. If they are 'too scary' then they are doing their job well, and someone of a nervous disposition or young age should not probably be playing if they are too scary. Zomboid has never been intended for the faint of heart and always blatantly and clearly intended and advertised to be a dark, bleak, nerve-wracking survival horror experience, and if it wasn't before these zombies, then it was a failing we've managed to overcome. This ain't Minecraft, it's Project Zomboid.
  25. Like
    VikiDikiRUS reacted to nasKo in The Sound of Mucus   
    Hi all, short Thursdoid as hopefully videos can speak louder than words. Here’s a couple of videos taken from the latest internal build.
    We won’t tell you what’s changed beyond the general polish we’ve been doing, but please make sure your sound/speakers are turned up.
    Second up, here’s another video showing off some more gameplay – but please make sure you make it to the thrilling/chilling dénouement to see some of the more recently tied-in animations.
    Please note that, even though these vids are direct from gameplay and lookin’ pretty cool, we still have a lot of stuff we want/need to get in before we IWBUMS.
    There’s body masking and rotational anim tech from Zac, Savegame improvements from Yuri, a fair amount of MP-poking to get it all operational, more optimization and a several other things besides.
    This is all falling into place at the moment, but right now a playable beta isn’t imminent and we’ll only open it up when the time is right – and when we’re at a point at which we’re able to deal with the flood of new external feedback. Right now there’s nothing that we don’t already know needs fixing/improving – but as soon as it’s ready-enough, we will let folks in.
    Elsewhere this week RJ’s done a lot of loot balance – in the new version you’ll find house loot separated into more realistic cupboards and drawers rather than appearing all stuffed in together alongside polish to various different anims alongside Martin.
    In terms of ‘dev’ stuff too, we’ve got a new version of AnimZed through from Zac now (1.4.0) which is helping us track down various issues in the animations, alongside our own rejigging/smoothening as we go.
    We’ll do a full round-the-houses of all the different devs next week, but for now hopefully the two vids are enough to go on. Hope y’all are well!
    This week’s soon-to-be-mulched survivor from Nernemes. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
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