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Jason132

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  1. Like
    Jason132 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
     
  2. Like
    Jason132 reacted to Batsphinx in 41.71 UNSTABLE released   
    41.71
     
    MUSIC

    - More tracks for the new dynamic music system - we now have ten of the refigured music tracks in-game, with four more still to come.

    MODELS AND ANIMS

    - Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location
    - Changed High Viz vest to use Sweater body location
    - Added a different animation played when destroying floors with a sledgehammer.

    SOUND

    - Fixed SFX and music cutting out in busy situations (often seen on MP servers)
    - Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies.
    - Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager.
    - Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set.
    - Removed DoorAndWindowEmitters.  This is combined with ObjectAmbientEmitters.
    - Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie.

    BALANCE

    - Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin".
    - Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied.
    - Fixed adding a spice to a stale Taco increases boredom and unhappiness.
    - Added new methods to the Food class (to fix the above issue):
        getBoredomChangeUnmodified()
        getEnduranceChangeUnmodified()
        getStressChangeUnmodified()
        getThirstChangeUnmodified()
        getUnhappyChangeUnmodified()
    - Higher level carpentry crates now have more space.
    - Can now move empty composter.
    - Can now move military crates.

    FIXES

    - Fixed new player's natural hair color being different than their hair color. This caused the hair color to change when it regrew after shaving it.
    - Fixed Consolidate All stopping after the first full item.
    - Fixed "Fill All" stopping if an item was in a carried bag and needed to be replaced by a different item type.
    - Fixed the player moving to a strange position when performing the "Place Item" command on items that are inside a vehicle.
    - Fixed the "Place Item" command showing when the player is inside a vehicle.
    - Fixed displaying a submenu for single items in the "Fill" menu.
    - Fixed ISRemoveBurntVehicle not checking whether the Propane Torch has enough propane.
    - Fixed the Dismantle Car Wreck tooltip showing the incorrect required amount of propane when the player doesn't have a Propane Torch.
    - Fixed the player standing on floors they are destroying with a sledgehammer.
    - Fixed the level-up text above the player's head not being displayed in the first hour of life, for passive perks (Fitness and Strength) and for the first experience level.
    - Fixed no sound playing when unloading bullets from a magazine.
    - Fixed playing GetWaterFromTap when filling a container from a puddle.  Now it plays GetWaterFromLake (which is a bit loud when filling a bottle).
    - Fixed incorrect hunger calculation when adding ingredients in evolved recipes.
    - Fixed bunch of tile definitions problems.
    - Fixed various table story problems.
    - Fixed dismantling log wall not giving logs.
    - Fixed some issues with 3D models.
    - Fixed "Film Camera" not being called "Camera Film" and lowered the weight.  The item is not a camera.
    - Fixed some hedge sprites becoming invisible when covered in snow with x1 textures.
  3. Like
    Jason132 got a reaction from undeadryker in 41.70 Unstable Released   
    no more 69 version number
  4. Like
    Jason132 reacted to Batsphinx in 41.70 Unstable Released   
    41.70

    BALANCE AND TRANSLATIONS

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

    FIXES

    - Fixed WorldItemModelDrawer.java applying ModelScript.scale twice
    - Fixed Hyperthermia or hypothermia occurring when the player sleeps - if length of the day more than 4 hours
    - Fixed node.skinCelcius accumulatubg too large values (hundreds and thousands)
    - Fixed Lua errors using the 16 new insect lures.  Definitions were missing in fishing_properties.lua.
    - Fixed the player's hair/skin changing after sleep
    - Fixed IsoWorldInventoryObject.ignoreRemoveSandbox not being saved.
    - Fixed the "Consolidate All" command so it combines drainable items one at a time, instead of waiting until the end of a longer combined action.
    - Fixed vehicle trunk capacity not lowering when zombies thump on it.
    - Fixed "CHEAT: Set Part Condition" not affecting trunk capacity in single-player.
    - Fixed clients not being able to sleep in cars or tents when the SleepNeeded server option is false.
    - Fixed clicking on an expanded stack of greater than 50 items selecting other items not in the stack.
    - Fixed new players knowing media lines saved in recorded_media.bin when loading an old save with an already-dead player. This shouldn't be happening if an old save is loaded with an alive player who then dies.
    - Fixed not being able to place items that are in bags on the ground.
    - Fixed items being deselected when clicking the scrollbar in the inventory and loot windows.
    - Fixed inventory and loot container buttons responding to mouse-up events when the button wasn't clicked and items aren't being dropped on them. Dragging the scrollbar and then releasing the mouse button over a container button would act like a left click.
    - Fixed tall 3D item models being clipped off at the top when rendering them as textures.
    - Fixed PVPFirearmDamageModifier and PVPMeleeDamageModifier tooltips which now read "Damage multiplier for ..." instead of "Added damage for ..."
    - Fixed dragging items onto inventory and loot container buttons selecting the container.
    - Fixed typo with Tooltip_BookTitle_9.
    - Fixed sawing a JS-2000 Shotgun with a Choke Tube upgrade not removing the Choke Tube, which isn't allowed on the Sawn Off JS-2000 Shotgun. The Choke Tube is now returned to the player's inventory.
    - Fixed incorrect hunger calculation for the Muffin recipe.
     
  5. Like
    Jason132 reacted to PainlessJack in 41.66 UNSTABLE released   
    That’s exactly what I mean. I am forced to play on a non admin character because of this, then I have to do the log in/ out shuffle 
  6. Like
    Jason132 reacted to PainlessJack in 41.66 UNSTABLE released   
    Yes, I know I can turn them on/ off, but if your admin you log in with godmode default on. If you have injuries, or hungry, or are infected, it clears it on every log in. In order to be fair I play on another character, but if I need to do anything as admin I need to waste time and log out then log in, do my admin stuff, then log out and log in to my normal character. 
     
    Just default all powers to off is what I would like.
  7. Like
    Jason132 reacted to PainlessJack in 41.66 UNSTABLE released   
    Please please please, change admins from default logging in with godmode / ghost mode on. There is no reason for me to have to log out,  then in, then out, then in again in order to go switch accounts to do admin things. Just let me turn on and off what powers I need when I need them.
     
    as it stands if a player on my server needs me, I need to stop what I am doing in game, get to a safe place, log out, log in, do what I need to do, then log out and log in again. Taking 10, 15, 20 minutes out of my playable game time. I asked about this when the MP update dropped and it was stated by Spiffo on Discord that it was being addressed. 
     
    Please! <3
     
    -Painless
  8. Like
    Jason132 reacted to nasKo in Tier 4 Xmas   
    Alright, listen up guys. ‘Twas the night before Christmas, and all through the house, not a creature was stirring — except for the four zeds coming in the rear in standard one-by-one shambling formation.
     
    And, this year, on an internal test server for Build 41 MP to boot…
     
    There’s not a huge dev blog today, what with it being Christmas tomorrow, BUT we thought we’d share a few comments from the testers who’ve been on our internal server in this past week.
     
    (PLEASE NOTE THESE COMMENTS WERE MADE IN-BETWEEN BUG REPORTS, THERE IS STILL A FAIR AMOUNT OF WORK TO DO!)
     
    Keep in mind I had around 320 ping when I joined, and I can still play the game somehow, so this is amazing. I played MP yesterday and today and the experience is damn good. Fighting zeds is just like SP (except the occasional bugs). Driving is also really nice, almost as good as SP. Both of these things are so much better than B40. This feels unreal smooth compared to 40 overall. T’is beautiful lol. Like really smooth feeling. 10/10 to be honest, smoothest login and connection I can recall? It seemed like I had zero issue to join the server and felt no lag.
      So yeah: feels like we’re well on our way to stuffing something special down your chimneys.
     
    Examples of the sorts of bugs we’re looking at currently:
     
    Zombies repeatedly dying on the spot Crawlers weirdly snapping up/down when changing from client to server control, and the reverse. Zombies walking inside players during combat Zombies repeatedly climbing through windows Player clothing not being properly saved
      There’s lots of other stuff too, but as you can probably tell the foundations are in, playable and working well. Yuri and Andrei have also put in a bunch of stat-tracking and graph-creating functions into debug so we can analyse more and more stuff once we have more players online.
    Oh, and we also released patch 41.49 into the IWBUMS Public Beta on Tuesday. Changelist here. (Worms no longer work in traps, we’re afraid, we’ll have to fix that in the New Year.)
     
    Have good times over the holidays to all those celebrating!
     

      This week’s Chrimble scene from Melnikxv. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  9. Like
    Jason132 reacted to Batsphinx in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  10. Like
    Jason132 reacted to nasKo in IWBUMS 41.48 released   
    EXPERIMENTAL/NEW
    Added a new keybinding: Manual Floor Attack:
     
    - Default to LEFT ALT.
    - When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by. 
     
    This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital:
     
    - If set to false, your player will /!\ NEVER /!\ do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him.
     
    NEW
    - Added rain / snow visibility options: Always, Outdoors only, Never.
    - Added a new SECRET zed story
    - Added ZoneStoryChance sandbox option.
    - Added a new anim to drink from wine/whiskey.
    - Added new drink bleach anim.
    - Polished and improved Spear Charging at zeds
    - Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way.
    - Added NewMusic_KeepMoving to sounds_music.txt.

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

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

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

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

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

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

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

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

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

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

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

    FIXES
    - Fixed police corpses sometimes having two holsters.
    - Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated.
    - Fixed duplicate items being created when climbing over tall fences.
    - Fixed RMC ripping a worn out item ripping up another item instead.
    - Fixed unrippable ankle socks
    - Fixed colored furniture / paint signs being luminescent in the dark
    - Fixed popsicle freezers outside buildings not consuming generator power.
    - Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity.
    - Fixed zombies not thumping barricade on the opposite side if the window was destroyed.
    - Fixed exploit of being able to carry unlimited amounts by simply equipping another bag.
    - Fixed the trailer crash stories only spawning advertisement trailers.
    - Fixed spear charge not connecting when it should.
    - Fixed spear charge not very often killing a zombie (wrong anim was played most of the time).
    - Fixed being able to instant sprint after doing an attack if you were already sprinting
    - Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!)
    - Fixed exception loading map_meta.bin on the client.  This will break server map_meta.bin files.
    - Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet.
    - Fixed an exception filling an empty sand bag that is equipped in the player's left hand.
    - Fixed dirt, gravel and sand bags not displaying a model when equipped.
    - Fixed clicking the left mouse button hiding the splitscreen player's radial menu.
    - Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges.
    - Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges.
    - Fixed temporary inventory items being created each time a zombie was hit.
    - Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with
     items being dragged with the mouse.
    - Fixed non-rendered floors not revealing levels below
    - Fixed lack of sound notification when achieving a skill level (fitness & strength)
    - Fixed being able to rip Favourite clothes
    - Fixed "Lit Candle" not changing its name or state after being put out
    - Fixed Metalworking menu not showing propane torch uses correctly
    - Fixed not being able to defend from (or see) closet zombies eclipsed by door
    - Fixed unavailable Double context menu option to put / take sheet rope on windowframes
    - Fixed not being able to wear a hoodie with hood up + earrings
    - Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles.
    - Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences.
    - Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle.
    - Fixed being able to hit a zombies through a barricaded window.
    - Fixed some spears having the bat sound when hitting with them.
    - Fixed delayed sound of death when impaling a zombie.
    - Fixed being able to cut grass/forage etc. while in a car.
    - Fixed infinite loop when resting + doing fitness.
    - Fixed enabling and disabling mods with texture packs not updating which textures the game uses.
    - Fixed mod lua files in the server directory not loading after editing one in debug mode.
  11. Like
    Jason132 reacted to Batsphinx in IWBUMS 41.47 released   
    41.47 changelist
     
    NEW
     
    - Added camo baseball cap.
    - Added urban camo shorts.
    - Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
    - HairOutfitDefinitions can also handle beard.
    - Added some new Zed Stories and improved some existing ones
    - Updated translations.

    MAP
     
    - Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
    - Fixed incorrect driveways in Riverside gated community and a few other areas

    BALANCE
     
    - Metalworking requirement when repairing Trunk/Hood to lvl 1
    - Can no longer prepare beverage with only sugar
    - Sugar/coffee no longer a drainable item (reverted from previous patch)
    - Can now place antique oven even at 0 carpentry skill.

    MODDING / DEV
     
    - Don't clear the list of attachments in a "model" script definition when the same model was already defined.
     Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
    - Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
     There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
    - Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
    - Added Tags=Write to items that can write in journals and notebooks
    - Added debug code to check for outfits having multiple conflicting bags.
    - Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
     This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
    - Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.

    FIXES

    - Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
    - Fixed un-stacking logs returning more ropes than was used in Stacking
    - Fixed the new fog lagging behind the camera movement and zoom level.
    - Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
    - Fixed HumanVisual exception with beards.
    - Fixed garage doors on the north edge of a square blocking vehicles.
    - Fixed an infinite loop after reloading a Lua file in the debugger.
    - Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
    - Fixed some unnecessary allocations related to blood splatter.
    - Fixed splitscreen fog rendering.
    - Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
    - Fixed fishing abundance being displayed as nan% sometimes.
    - Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
    - Fixed error in the above if the player moved far away from the original square that was clicked.
    - Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
    - Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
    - Fixed the radio van having random paint color showing where scratches are.
    - Fixed errors reading map_sand.bin preventing the game from loading.
    - Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
    - Fixed not being able to write in journals and notebooks with blue and red pens.
    - Fixed missing glovebox on some vehicles when loading old saves.
    - Fixed GloveBox2.VehicleType being 1 instead of 2.
    - Fixed possible NullPointerException in AttachedWeaponDefinitions.
    - Fixed "Bandit" outfit possibly spawning with two bags.
    - Fixed being blocked at the climbing fence in the tutorial
    - Fixed fitness being enabled in tutorial
    - Fixed detroyed doors not checking tile properties and producing incorrect debris
    - Fixed zombie outfit system being able to spawn two items on the same body location
    - Fixed missing newline in Remove Patch tooltip.
  12. Like
    Jason132 reacted to EnigmaGrey in Lag Fightin'   
    Lag Fightin'

    How do all, let’s start with the team coding MP for Build 41 first this week.
    MP STRIKE FORCE
    This week Yuri and Andrei have been working on improving character movement in high ping scenarios, using a tool to simulate different levels of lag. This tool can simulate ping, lost packets, packets that appear in the wrong order, duplicated packets and throttled packets. Every different sort of errant packet, basically, and mixes of each one besides. 
     
    Anyone who has played B40 multiplayer will know quite how laggy, teleport-y and nasty high ping situations could previously get with PZ. As such, tackling this issue has been a very high priority for us – and we’re really glad to have seen some good improvement over the past week of dev.
     
    First, just for reference, in this first video you can see what the situation was in last week’s build. 

    (In case anyone in our audience has trouble envisioning what a ping represents in real-world geographic terms, 300 ping is about what you’d expect from Australia to Europe.) 
     

    Now, here’s a video from this week after many improvements – though please bear in mind that there are still issues to resolve here.
     
     
     
    So, known issues: at 3:50 if the ‘climb in window’ packet happens to be lost it can cause the character to get really far behind. There clearly still needs to be some improvements to allow characters to catch up better if they fall behind.
     
    Otherwise though (even with 300 ping with an extremely unreliable connection that’s throttled and losing packets left and right) in our testbed situation the experience is much smoother and much more immersive than we could ever have dreamed of with the current public Build 40. We’re sure it will continue to improve up until release too.
    TRAILERS AND TOWING
    We’ve been playing around with our physics library, off and on, for a while now – primarily multi-wheel support and other differently shaped custom vehicles for future addition: tractors, military stuff, trucks etc. 
     
    Now, a little while ago an amazing modder called Aiteron appeared on our forums experimenting with car towing.
    This prompted us to realise that (before we got to the military etc) moving some of this background experimentation into expansion of the current car physics system would also be a relatively low risk (yet cool!) thing for our non-MP devs to add into Build 41 while we wait for the completion of the multiplayer rebuild.
     
    In IWBUMS beta patch 41.46, you will be able to attach other cars and trailers (initially one trailer model, with a ‘covered’ and ‘uncovered’ variant) to your own vehicle and tow them around. How well you tow them, however, will be dependent on weight and the power of your vehicle. Likewise you’ll be able to tow other vehicles as well.
     
    (PLEASE NOTE: vids are WIP)
     
     
     
     
    As mentioned previously, this also includes added support for multiple collision shapes on vehicles – primarily to support the trailer hitch extending forwards of the trailer’s body. This should also benefit modding greatly, we hope.
    We’re also currently also experimenting with a three segment physics rope, that seems to be working well at the moment – and likewise some other future trailer variants.
     
    Again, absolute mad props to Aiteron for showing us just how cool this function could be in-game. We’ve been talking to him this week, and he seems a really cool guy with some great future mod ideas to boot.
     
    Likewise, in towables, we have great new potential here for both devs and modders alike – as already shown by this amazing companion mod to Aiteron’s own towing mod that appeared a few days ago. This has been created by IBrRus, and features oil trailers and caravans you can live out of nomadically. (Features like these won’t be the sort of thing we’ll be including ourselves, for a long time anyway, so we’ll be sure to help Aiteron and IBrRus get their mod contents adapted over to our own updated game physics systems before we release 41.46 into the IWBUMS beta.)
     
    We didn’t get enough testing done on the current internal build of 41.46 to consider a release this week (and likewise some of this still needs polish/work) but intend to put it out at some point in the next.
    MODDING MODELS
    As many PZ modders will no doubt be aware, there is currently no clear path available to mod skinned meshes for Build 41 – ie. meshes with animations, limbs, walking etc.
     
    Internally, we use expensive software that’s not really accessible to modders so until now we’ve held off releasing our source models – so people haven’t been able to model their own completely unique characters, clothing (outside texture changes), or create extra animations. (It may be some clever people out there have found a way regardless though.)
     
    Over the past few weeks, then, we’ve been massaging the pipeline of getting a PZ character into Blender and then out into the game with relative ease and lack of fuss. The challenge then: to have characters exported using blender’s export tools, then renderable and animatable within the game itself.
     
    This has been, to put it mildly, a pain in the ass. Blender’s exporters don’t play too friendly with our engine.
     
    As such, Zac has been spending time trying to bash our engine into a state where it can alternately load these blender exported files and play them. There’s been good progress, with each iteration looking vaguely more human and less disturbing, though there is still work to be done until the characters match perfectly or even look like they obey the laws of physics, but its clear we’re getting closer.

    Close enough to be able to show you these videos of Zac’s progress anyways. We’re hoping that this will be licked at the start of next week.

     


     
    This week’s work out and mannequin Spiffo image from Mr Sunshine. 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!
  13. Like
    Jason132 reacted to Batsphinx in IWBUMS 41.45 released   
    NEW
     
    - Allow crowbars to be used to remove wood barricades, and use animations for it
    - Added context-menu commands for adding all fuel items, and all fuel items of a certain type, to barbecues, campfires and fireplaces.
    - The warm-hands-by-a-fire now works with fireplaces.
    - Added 'world' attachments to shotgun models.
    - Added a shit ton of new male names, female names and surnames taken from 1994 US census so every other character isn't called Marina Hodgetts. (Thanks to Jam for putting these together.)
    - The inspect-clothing command will transfer items to the player's inventory if needed.
    - Inflating vehicle tires will stop at the maximum pressure instead of always adding 5. It was annoying having to cancel the action at the right time.
    - Play the "craft" animation when adding patches to and removing patches from clothing.
    - Updated translations.
    - Display "Sleep on Ground" instead of "Sleep" in the context menu when no bed is selected.
    - The "Sleep" tooltip displays the quality of the bed which can be Bad, Average or Good.
    - Added cooler (can be worn in hands).
    - Added satchel (3 variations, can be worn on back or in hands).
    - Added briefcase spawns
    - Added pistol case.
    - Updated some textures for bags.
    - Allow the player to shove (and stomp) sooner after attacking with a weapon.
    - The crafting ui displays the the player's skill level for recipes with required skills (such as Make Trap Box).
     Required skills are displayed in red text if the player's level is below the required level.
    - Added methods Recipe.getRequiredSkillCount() and Recipe.getRequiredSkill().
     Recipe.getRequiredSkill(int index) returns a RequiredSkill object with methods getPerk() and getLevel().
     
    IMPROVED FOG SYSTEM
     
    - brand new awesome fog now added
    - added display option for new fog, can toggle between high quality, medium quality and legacy (build 40)
    - changed fog generation, now variable duration based on day mean temperature.
    - added chance of grey tinted fog effect to storms.
    - added guaranteed strong tinted fog effect to tropical storm, now very distinctive.
    - modified blizzard effects to work well with new fog.
    - added new fog control panel to debug menu.

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

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

    MODEL AND ANIM CHANGES
     
    -adjusted geometry so the gas mask works better with hats.
    -added another body location to BodyLocations.lua (MaskFull)
    -made welding mask part of the MaskFull body location
    - Changed the cough/sneeze/fidget animations (the 'ext' state) to play as a sub-state of the 'idle' state.
    -re-exported TShirt_white to not have buttoned front
     
    FIXES
     
    - Fixed the wrong animation playing when putting on baseball caps.
    - Fixed NullPointerException in IsoGridSquare.getPuddlesDir(). This happened with a fireplace.
    - Fixed some missing translation files
    - Fixed not being able to equip and unequip items while aiming.
    - Fixed zombie fence-flop crawling attacks hitting the player through closed doors.
    - Fixed recipes without required skills not working.
    - Fixed items not being taken from bags when equipping a light source.
    - Fixed equipping an item in one hand when it looked like it should be equipped two-handed when dragging an item onto the primary/secondary icons.
    - Fixed being able to climb through closed windows sometimes.
    - Fixed not being able to reload an empty magazine while aiming.
    - Fixed gunshot sounds and muzzleflash effects while sitting on the ground.
    - Fixed exception when lighting a barbecue or fireplace with gas.
    - Fixed timed actions not working while the warm-hands-by-a-fire animation is playing.
    - Fixed warm-hands-by-a-fire animation possibly continuing long after the fire goes out.
    - Fixed being able to fish at long distance with spears. (also one of the problem was if you only had a spear and open the UI, it was considered as a fishing rod!)
    - Fixed transition animation from standing to sitting on ground not playing.
    - Fixed available hotbar slots not updating when using a controller.
    - Fixed timed actions not starting while aiming in a vehicle.
    - Fixed the player getting stuck exiting a vehicle if it was done while aiming.
    - Fixed toggle aim on/off not working in vehicles.
    - Fixed the aim-assist cursor not disappearig after the player dies.
    - Fixed long lines of text extending outside the crafting and switch-vehicle-seat windows.
    - Fixed the automatic moving of items on vehicle seats not moving an item if it used all the remaining space on a seat.
    - Fixed regularity map being re-initlized if fitness instructor/fireman.
    - Fixed regularity progress bar showing incorrect values (it could never be at 100%!)
    - Fixed the info popup in the profession/traits ui not being hidden when going to the previous or next screen.
    - Fixed containers with capacity 3 or less not getting extra capacity from the Organized trait. This affected Fanny Packs.
    - Fixed corpse inventory capacity being affected by the Organized and Disorganized traits. Player inventory capacity has never been affected by these traits (only bags).
    - Fixed issues with the "Campfire Info" command after right-clicking on a campfire that is behind a wall.
    - Fixed being able to drive a vehicle forward in reverse gear.
    - Fixed being unable to look around by holding the right mouse button while in a vehicle with the window closed. This worked when holding the Aim key, but not when holding the right mouse button. 
    - Fixed "All All" not adding all charcoal to barbecues, campfires and fireplaces. It will add one unit of charcoal (30 minutes) at a time until all is used.
    - Fixed zombies moving through walls after climbing over a fence sometimes. This was easy to reproduce north of the West Point police station when fast-forwarding.
    - Fixed cough/sneeze/fidget animations playing more frequently at higher framerates.
    - Fixed context-menu cooking translations for latest version of Translatoid
    - Fixed clothing mod data being lost when reversing caps, putting hoods up/down, etc.
    - Fixed not facing doors when locking and unlocking them via the context menu.
    - Fixed not gaining only strength and not fitness exp when doing some fitness exercices.
    - Fixed being able to open multiple fitness UI.
    - Fixed double door and stick traps returning more than they took to craft.
    - Fixed sleep traits not affecting how much a char sleeps
    - Fixed not being able to disassemble large metal shelves
    - Fixed not being able to remove tiredness with restless sleeper
    - Fixed front strength not showing properly in debug climate plotter
  14. Like
    Jason132 reacted to Batsphinx in IWBUMS 41.44 released   
    Actually we do have plans to improve performance when huge hordes are around, but it's currently in the air whether or not it'd make it into 41. It'd probably be best to expect it in the builds beyond at this point. 
  15. Like
    Jason132 reacted to Batsphinx in IWBUMS 41.44 released   
    NEW
     
    - Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
    - Use radio buttons instead of checkboxes for available bags in the forage ui.
    - Bloodied and dirtied backpacks can now be washed.
    - Removed the "Age" stat from the character info panel
    - Add Yes/No prompt after pressing quit to desktop
    - Arrange option-screen controls better when the resolution changes.
    - Re-enabled the FPS counter - displayed with K by default. Should work okay now.
    - DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
    - Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
    - Added new hairstyles - center parting, side partings etc
    - Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
    - Added petrol can 3D models (also petrol can can now be held in hands)
    - Forbid switching between front and back seats in the police car, since there's a divider between them.
    - Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
    - Added animations for equipping and un-equipping items and clothing.
    - Added new sitting animation used when performing timed actions.
    - Allow fishing rods, spears and lures to be taken from bags when used.
    - Allow stopping ringing clocks and watches in inventory while moving.
    - Updated translations.
     
    COMBAT FIXES
     
    - To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
    - Zombies standing behind the player will not prevent ground attacks.
    - As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
     than 1.5.
     
    - Given a choice between two zombies on the ground:
     1) Give higher priority to a zombie that is getting up.
     2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
     
    - Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
     
    - Fixed infinite ammo exploit with RackAfterShoot firearms.
     
    - Improved the appearance of the aim outlines around zombies and improved colors.
    - Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
     "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.
     
    FITNESS
     
    (Will require balance still, and will be put into the health panel next to temperature etc. in next patch)
     
    - Right click anywhere to bring up the fitness UI.
    - Select an exercise (some require items, like dumbbell), select how much time and click ok.
    - Exercise Fatigue will be induced approx 12h after the end of exercise.
    - Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
    - The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
    - System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
    - Includes "struggling" version of exercises for lower fitness level characters.
    - Some professions have existing regularity in certain exercises (fitness instructor, fireman..)

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

    FOX'S CUTAWAY POLISH
     
    - Player-built walls that enclose a space no longer collapse if there's no window
    - Fixed cutaway starting as soon as character sets foot on stairs
    - Fixed cutaways loading issues
    - Fixed cutaway of fences and walls starting a bit too late.
    - Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
    - Fixed cars being seen through closed garages
    - Fixed cutaways with missing tile properties
     
    MODDING AND TRANSLATION
     
    - Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items.
     Previously, it was using the old DisplayName_XXX translation.
    - Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
    - Added %-substitutions to translations:
     ContextMenu_Add_Ingredient
     ContextMenu_Create_From_Ingredient
     ContextMenu_From_Ingredient.
    - Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
    - Added "Tags = Screwdriver" to the Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Added Tags=CanOpener to TinOpener.
    - Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
    - Added Tags=FishingRod and Tags=FishingSpear to rods and spears.
     
    ANIMATION CHANGES
     
    -cropped Bob_RunStumble.X
    -tweaked xmls to get smoother get up from scramble
    -capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
    -unified Bob_WeddingJacket.X normals
    -created ShortSleeveShirt Body Location
    -changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
    -hiding fanny packs with certain clothing items
    -removed ApronTEXTURE from outfit Waiter_Diner
    -capped some male and female clothes
    -tweaked transition and blends between run and sprint. sneak versions also done.
     
    UI TIDY-UP
     
    - Hide the post-death text when the quit-to-desktop dialog is visible.
    - Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
    - Fixed layout of some things at different font sizes.
     
    OPTIMIZATION
     
    - Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
    - Declared a lot of classes and fields 'final'.
     
    FIXES
     
    - Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
    - Fixed ambulance door mask to correct left and right
    - Fixed some see-through clothing on corpses
    - Fixed the player being immune to attacks from the front while holding bags in both hands.
    - Fixed Sugar not having nutritional value
    - Fixed Stone Axe weighing more than elements needed to assemble it
    - Fixed Cooked Rice and Pasta never rot
    - Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
    - Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
    - Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
    - Fixed exception in IsoCell.CullFullyOccludedSquares().
    - Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
    - Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
    - Fixed lua error when build cursor is on empty squares (above ground level) 
    - Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
    - Fixed being able to dig graves in interior
    - Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
    - Fixed trap spawning items when regularly removing it (non breaking)
    - Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
    - Fixed not racking some weapons after each shot.
    - Fixed issues with firearm and magazine weights.
    - Fixed muzzleflash textures not being visible on the first shot.
    - Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
    - Fixed the debug FPSGraph not being rendered unless the clock is visible.
    - Fixed corpses being drawn beneath railroad tracks and graves.
    - Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
    - Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
    - Fixed SmallCar extents not matching physicsChassisShape.
    - Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
    - Fixed animation lockup with emotes.
    - Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
    - Fixed deafening multiple thunder noises on speeds > 1
    - Fixed exception when scavenging if more than one type of item is found.
    - Fixed items required for repairing items not being taken from bags.
    - Fixed "Dig Furrow With Hands" not being displayed when using a controller.
    - Fixed the hotbar being displayed for splitscreen players using a controller.
    - Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
    - Fixed lua error repairing vehicle parts.
    - Fixed the player tripping in trees when in ghost mode.
    - Fixed getting free ammo when spamming the unload-magazine command.
    - Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
    - Fixed drainable items losing their Favorite status when emptied after being used in recipes.
    - Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
    - Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
    - Fixed clothing sometimes not getting a hole when it should.
    - Fixed sprinters pursuit collision
    - Fixed a lots of missing cutaway properties.
    - Fixed tied hair that's grown out still having 'untie' options
    - Fixed fishing from a long distance away
    - Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
    - Fixed missing overlays in pie shop
    - Fixed saplings grown by erosion system slowing and scratching player
    - Fixed various mapping bugs
    - Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
    - Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons
     unless the player's inventory (not a bag) was displayed.
    - Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.
  16. penisham
    Jason132 reacted to Batsphinx in IWBUMS 41.43 released   
    NEW
     
    - Updated with new controller icons on gameplay screen when playing with pad
    - The inventory and loot windows are collapsed right away when the player begins aiming, unless they are pinned.
     
    - Interrupt zombies climbing through windows if the player is closing the window.
     This applies if a zombie is starting to climb through a window, and isn't over the window sill.
    - Block the player closing a window if a zombie is climbing through it. The player plays the 'struggle' animation if a zombie is over the window sill.

    - Added "Automatically Drink Water When Thirsty" accessibility option.  It is on by default. Right-clicking on a water bottle when thirsty displays a new option "Quench Thirst". This option isn't displayed for food (such as pop cans), only water containers. Each unit of water removes 10% of thirst, as always.  So some thirst below 10% may remain after drinking.
     
    - Added "Leave Key In Ignition" accessibility option. When enabled, the key remains in a vehicle's ignition when the engine is shut off.
     
    PERFORMANCE
     
    - Improved pooled objects, which should in turn improve performance in areas of high zombie density.
     
    (On Six Months Later settings, for example, game was taking above 6ms to release an AnimationPlayer when removing one zombie from the world. This time has now been lowered to about 0.01ms - 0.03ms).

    BALANCE
     
    - Removed attack that was standing in for a cancelled jaw stab
    - Added more floorboard stashes, including some exotic ones.
    - Increased chance of finding an annotated map
    - Increased the chance of finding a Survivor Zed
    - Refined the outline colour when aiming at zeds with a firearm - green now appears when the chance of getting a good shot is a lot more likely
    - Increased chance of clip found in guns or next to it.
    - changed sleepyhead and wakeful sleep times
    - Added traps being destroyed in streamed world returning same items as when destroyed in 'offscreen simulation'

    MODELS/ANIMS CHANGES
     
    - Adjusted multiple bags and apron mesh so they don't clip each other
    - Made welding mask replace hats and vice versa (can't wear at same time)
    - Made it so earrings don't clip through hoods
     
    FIXES
     
    - Fixed crawling zombies hitting the player in a vehicle when doing the fence/window crawl attack.
    - Fixed the controller focus being on the load-game screen after loading a game with the controller active.
    - Fixed the inventory and loot window selections being cleared sometimes while dragging items. This resulted in dragged items not being rendered.
    - Fixed the vehicle dashboard remaining hidden after hiding the ui while inside a vehicle.
    - Fixed the crafting, map, and mechanics UIs blocking all keypress events.
    - Fixed multiples of "Time Before Corpse Removal" passing before corpses are removed.
    - Fixed corpses moving and changing from male to female when rotting.
    - Fixed Lua error while loading a challenge if all Lua files were reloaded due to mods.
    - Fixed multiple player-death sounds playing.
    - Fixed the inspect-clothing ui displaying the wrong bite/scratch defense values for items with neckProtectionModifier < 1.
    - Fixed bite/scratch defense bonus on the neck being reduced on clothing with neckProtectionModifier < 1.
    - Fixed setting the sandbox start time to 5AM starting at 9AM.
    - Fixed "Pouring in" being displayed in the inventory window when combining Thread.
    - Fixed stashed planks not working (the container "hidden" in the floor).
    - Fixed hotbar appearing for controller users
    - Fixed CTRL+A in the inventory and loot windows causing the player to turn.
    - Fixed missing function name in "xxx not defined for operands in null" exception messages.
    - Fixed not taking bullets from bags to reload a magazine when using the radial menu. Bullets in bags were taken when using the context menu.
    - Fixed being able to pour dirt onto water tiles
    - Fixed rugs/carpets being removed with certain actions calling addfloor (pour/take dirt, build floor)
    - Fixed some benches requiring different tools for different facing directions
    - Fixed objects not being able to click or added to context menu when 'under/behind' a collapsed wall
    - Fixed pouring the same thing out the same type multiple times on a tile (sand/gravel/dirt)
    - Fixed park ranger not having his/her walk through trees work correctly
     
  17. penisham
    Jason132 reacted to GoodOldLeon in IWBUMS 41.42 RELEASED   
    New patch and penisham is back? what a great day.
  18. penisham
    Jason132 reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  19. Like
    Jason132 reacted to nasKo in 41.41doid   
    Hello all! Turns out a UK heatwave combined with severe post-Covid viral fatigue aren’t a good combo, so usual Thursdoider Batsphinx has had to take a bit more extra time. As such, another hastily put together short Thursdoid this week, sorry folks! Hopefully he’s feeling better soon. A few things to point out, like oh what’s this?…
     
    IWBUMS 41.41 release
    It’s just been released now, changelogs can be found here. Highlights include:
    Sleeping anywhere available (say on floors) when extremely tired Performance option for corpse shadows. Performance options for blood / holes on clothing/weapons. Sandbox option for disabling zombie lunge behaviour after climbing fences / windows. Fix to FPS compensation, will stop time passing further than about 1/4 of a second during the game pausing from severe FPS lag. Should stop the weird deaths on stairs reported last week, as well as unfair lag bites / car crashes etc in single player, since time will not progress during a spike. And many more.
      MULTIPLAYER
    Yuri has been continuing with his work fixing up issues with syncronization with zombies, meanwhile Andrei has been hammering out the first versions of his client bots, capable of simulating a player client so we can stress test the servers and find out where they stall or become overloaded. He’s been working on optimization to try and reduce a client’s footprint so we can easily chain 60 of them together on a single machine.
     
    Once this is in, he’ll be coding the fake clients up to quickly move between and around towns, forcing the server to load up areas of the map, simulate zombies, and generally process large areas in the same way as a live server. This will help greatly in figuring out ways of improving server performance and stability significantly over B40.
     
    And that’s it for this week, enjoy 41.41, byeee!
     
    This week’s Christmas surprise from parky302. 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!
  20. Like
    Jason132 reacted to DavidBlane in Raven Creek   
    ---Raven Creek---

     
     
    This adds the city of Raven Creek to the vanilla game world.
     
    The map has the following parameters
    - size 8*8 (64 cells)
    - more than 1400+ buildings (WorldEd), and most of them are multi-storey 
    - more than 23000+ rooms (WorldEd)
    _____________________________________________________
     
    There are three zones of different difficulty on the map. Each zone has its own characteristics, number of infected and amount of loot. Also affects how long you survive (standart +50%), there will be more zombies every day (unless you changed this in the sandbox settings).
     
    На карте три зоны разной сложности. У каждой свои особенности, и количество зараженных. Также влияет и то, как долго вы выживаете, с каждым днем зомби будет больше (если вы не изменили это в настройках песочницы).
     
     

    _________________________________________________________________________________________________________________________________________________________
     

    Urban zone (red) Городская зона (красная)
    - A lot of loot (max) / Кол-во лута (макс)
    - a lot of zombies (max) / Кол-во зомби (макс)
    - a lot of weapons and ammo (max) / Кол-во огнестрела и амуниции (макс)
    - little space, alleyway tight (especially in buildings) / Узкие переулки и коридоры, особенно в зданиях
    - better not to shoot, no matter how much ammo u have / Лучше подумать, прежде чем стрелять
    - stealth can help a lot here/ Скрытность может хорошо помочь здесь
    - a lot of traffic jams(car will useless here) / Много пробок и аварий, передвижение на транспорте осложнено
    - high difficulty/ Высокая сложность
     

    Residential zone (green) Частный сектор (зеленая)
    - medium loot / Кол-во лута (среднее)
    - medium zombies / Немного зомби (только вначале)
    - medium weapons and ammo / Огнестрела меньше чем в других зонах
    - almost empty roads (you can use the car) / Пустые дороги и много пространства
    - medium difficulty / Средняя сложность
     

    Port zone (yellow) Портовая зона (желтая)
    (for PVP) (для ПВП)
    - A lot of loot (high) / Много лута
    - low-medium zombies / Мало зомби
    - a lot of weapons and ammo (high-max) / Много оружия
    - difficult to get here / Сложно добраться сюда
    - on this side of the coast there are several secret places with awards / Есть секретные места с наградой
    - low difficulty (the main threat in this zone is other players) / Без мультиплеера - низкая сложность
    - most loot in containers (you need a sledgehammer and luck) / Большинство лута находиться в контейнерах, нужна кувалда
     
    FAQ / Часто задаваемые вопросы
     
    Why do I have to start over after updating the map? 
    For new content to appear, you need to start the game again, except if you have NOT BEEN in the city (RC), and started, for example, in Rosewood, and the update came out. Then when you come to RC there will be new content, even if you started playing on the old version. In general, as long as you have not appeared in the place where the city is, and updated in the process, you can safely continue to play.
     
    Почему мне нужно начинать заново после обновления карты? 
    Чтобы появился новый контент, вам необходимо начать игру заново, исключение только если вы ЕЩЕ НЕ БЫЛИ в городе (RC), а начали например в Роузвуде, и вышло обновление. Тогда когда вы прибудете в RC там будет новый контент, даже если вы начали играть на старой версии. В общем пока вы не появлялись в месте где находится город, и обновились в процессе, вы спокойно можете продолжать играть.
     
    Why do I need to turn off the *Randomized house* chance option in sandbox?
    This feature causes bugs, and makes the overall appearance of the map worse. If you see a bug when one half of the garage door is open, the other half is closed, it is from this option. Also burned, or completely covered with curtains skyscrapers (which this option can do) look unpleasant.
     
    Почему мне нужно отключить опцию *Шанс найти убежище* в песочнице?
    Эта функция вызывает баги, и делает хуже общий вид карты. Если вы видите баг, когда одна половина гаражных ворот открыта, другая закрыта, это именно от этой опции. Также сгоревшие, или полностью покрытые шторами небоскребы (что также может делать эта опция) выглядят неприятно.
     
    Why do I need to enable the double-sized textures option in the game settings?
    Without this, ANY custom texture added to the map, will cause bugs, this applies not only to my mod, but in general any map except vanilla.
     
    Почему мне нужно включить двойной размер текстур в настройках игры?
    Без этого ЛЮБАЯ пользовательская текстура, добавленная на карту , будет вызывать баги, это касается не только моего мода, а вообще любой карты кроме ванильной.
     
    After a while, my fps drops and the game begins to glitch. 
    Try restarting the computer.
     
    Через какое то время, фпс начинает падать, игра тормозить.
    Попробуйте перезагрузить компьютер.
     
    Is there an lootable in-game map for this mod?
    Not yet.
     
    Есть ли какая-нибудь внутриигровая карта, для этого мода?
    Пока еще нет.
     
    Why is there so much traffic jam on the map?
    This was done not only for immersion in the game, but also for balance, so that players would have difficulty destroying hordes with vehicles. 
     
    Почему так много пробок на карте?
    Это было сделано не только для большего погружения, но и для баланса, чтобы игрокам было трудно уничтожать орды с помощью транспортных средств.

    FOR THOSE WHO DO NOT APPEAR RESPAWN ON MOD MAPS, OR MISSING TRANSPORT ON THESE MAPS, REINSTALL THE STEAM TO THE MAIN DISK (C: STANDARD) OR MOVE THE FOLDER WITH MAPS IN THE DIRECTORY OF THE GAME MANUALLY
    У ТЕХ У КОГО НЕ ПОЯВЛЯЮТСЯ РЕСПАВН НА МОДОВСКИХ КАРТАХ, ИЛИ ОТСУТСТВУЕТ ТРАНСПОРТ НА ЭТИХ КАРТАХ, ПЕРЕУСТАНОВИТЕ СТИМ НА ОСНОВНОЙ ДИСК (С ПО СТАНДАРТУ) ИЛИ ПЕРЕКИНЬТЕ ПАПКУ С КАРТОИ В КАТАЛОГ ИГРЫ ВРУЧНУЮ
     
     
    The main point of creating the city was to gain a different experience. Vanilla PZ is more based on survival where it's hard to find weapons, food, etc., but I tried to add more action - there is a lot of loot in Raven Сreek, a lot of weapons, but the difficulty is in the number of infected. There are a lot of narrow lanes where you will be eaten no matter how much loot you have, if you get too much attention. This requires a different approach. Therefore, the original idea of the city was in a huge number of everything, from weapons to the infected. 

    Another reason why there is so much loot on the map. I don’t know about you, but I didn’t like empty towns in multiplayer, when after a short time of creating a server there was nothing left on the map, I hope that Raven Creek will improve this situation. In any case, the city was created specifically for multiplayer, where the city will have a lot of loot, a lot of zombies, and a lot of players (not always friendly).
     
    Don't forget to move things around in the game. Sometimes it can help.  Although I reduced the total number of loot, it's still a lot, the map is not designed for one player, keep this in mind. You can show up at any of the 57 spawn points, some can be tough, especially on rooftops. Use balconies, fire exits to get down safely or if the exit from the roof is blocked.
     
     
     
    Основной идеей создания города было получение другого типа опыта. Ванильный PZ - это в основном сложности с поиском всего необходимого, создание базы и накопление ресурсов. Но мне хотелось добавить сюда больше активности. В Raven Сreek очень много лута и оружия, но сложность тут как в кол-ве зараженных, так и в неизвестном кол-ве их в зданиях, в сражениях в узких и тесных пространствах. Нужен другой подход - включать скрытность, качать огнестрел, использовать окружающую обстановку. Город планировался для быстрых рейдов, поэтому безопасных зон для базы нет и не будет (кроме одной). Крайне советую играть с бегунами.
     
    Вторая причина почему в городе так много лута - карта создана специально для мультиплеера. Думаю все помнят как быстро опустошали от лута ванильные города в мультиплеере. Надеюсь Raven Сreek улучшит эту ситуацию.
     
    Не забывайте двигать вещи в игре. Иногда это может помочь.  Хоть я и уменьшил общее кол-во лута, его все равно много, карта не рассчитана на одного игрока, помните об этом. Вы можете появиться в любом из 57 точек спавна, некоторые могут быть жесткими, особенно на крышах. Используйте балконы, пожарные выходы, чтобы безопасно спуститься или если выход с крыши заблокирован.

    _________________________________________________
     
    This map project uses some buildings from the Forum so I have got to give credit to the amazing people who upload their buildings.
    Эта карта использует многие здания с форума PZ, хочу выразить огромную благодарность людям чьи работы я использовал.
     
    Atoxwarrior
    BeastlyBean
    Blackbeard06
    cmseter
    dko112
    DoctahWong
    Doublebrain
    EUDOXIO
    EnvyDemon
    fluffe9911
    GothicGhost
    grivcin
    Jela331
    kaizokuroof
    Kennethdio
    LegoLand
    Leolvanov
    Maklane
    mads232
    Mainulainen
    Neutz
    Neutralnz1
    Project Zomboid (for example some buildings)
    rsdworker
    Sieben
    srandiny
    The googlator
    Traya Aclus
    Valindil
    Veged
    VikiDikRUS
    Way2sp00ky
    IndigoRebel
    zoeyflower
    956Texas
     
     
    Especially thanks:
    -Z3759xy 
    -Union city team
    -Jela331 (including for inspiration)
     
    For all your hard work and dedication!
    Hope I not forgotten someone
     
    I also want to thank policeBoi for his tutorial from Youtube
    _______________________________________________________
     
    Download full map in 22K (OLD VERSION)
    Скачать карту в 22К (СТАРАЯ ВЕРСИЯ)
    https://ibb.co/TtkPX86
     
     
    NEW VERSION (IN PROCESS) НОВАЯ ВЕРСИЯ (В ПРОЦЕССЕ)
     
     
    2D Map (Карта)

     
    __________________________________________________
     
    ДЛЯ ТОГО ЧТОБЫ НОРМАЛЬНО РАБОТАЛИ СТАРЫЕ СОХРАНЕНИЯ, ВАМ НУЖНО СКАЧАТЬ СТАРУЮ ВЕРСИЮ
    Чтобы поиграть в старую версию, нужно удалить папку по этому пути (из стима)
    C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2196102849
    (у вас может отличаться, тогда используйте поиск)
    Далее скачиваете и кидаете туда же папку ниже (ссылка)
    https://www.dropbox.com/s/nthc13vis35ctql/RavenCreek.zip?dl=0
     
     
    FOR THE OLD SAVINGS TO WORK CORRECTLY, YOU NEED TO DOWNLOAD THE OLD VERSION
    To play the old version, you need to delete the folder along this path (from Steam)
    C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2196102849
    (it may differ for you, then use search)
    Then download and drop the folder below (link)
    https://www.dropbox.com/s/nthc13vis35ctql/RavenCreek.zip?dl=0

    __________________________________________________
     
    Disclaimer:
     
    If you are interested in playing this map give it a download and give me some feedback. Its still a working project so there might be a some bugs here. 
     
     
    Thanks and enjoy the map.
     
    P.S. Bad english...
     
     
  21. Like
    Jason132 reacted to lemmy101 in IWBUMS 41.41 RELEASED   
    NEW
    - Enabled the "New Character" button after the player dies in singleplayer, so it's more clear that players can continue the save with a new character. This button was already available in splitscreen and multiplayer.
    - Added "Corpse Shadows" display option. Corpse shadows are drawn as a separate pass (along with player, vehicle, and zombie shadows) so could affect performance with lots of corpses.
    - Added a sandbox option to disable zombie lunge after climbing over fence (in the zombie lore).
    - Allow sleeping anywhere when the character reaches a fatigue level of 4. The sleep is short and has more negative side effects than a "bad bed".
    - Allow the player to go to sleep outdoors when it is raining. 
    - Added "Simple Clothing Textures" option to disable blood/dirt/holes/patches on clothing textures. The blood/dirt/holes/patches are still on the clothes but aren't drawn. Turning this on can save texture memory and possibly improve performance on lower-spec hardware.
    - Added "Simple Weapon Textures" which disables drawing blood on weapons. Turning this on can save texture memory and possibly improve performance on lower-spec hardware (but not as much as Simple Clothing Textures).
    - Allow multiple map windows to be opened at the same time.
    - Added UIElement:onKeyPress(), onKeyRepeat() and onKeyRelease() methods so top-level UIElements can intercept keypresses without having to use events such as Events.OnKeyPressed or Events.OnCustomUIKey.
     
    BALANCE
    - Slightly lowered spawnrate of watches on zombies
    - Slightly lowered the chance for pre-set alarms on watches
    - Rebalanced M14 Single Shot Assault Rifle. 
        - Changed model
        - Now uses proper ammo (.308) instead of 5.56. 
        - Magazine size set to 20
        - Damage has been balanced to bring it in line with other rifles
    - Reduced damage for Wood Axe to 1.3 Min and 3 Max, down from 3.6 Min and 4.6 Max. Previous damage values were workaround for a past bug that ended up way overpowered when said bug was fixed.
    - Added hoodies to some zombie outfits.
    - Big metal shelves now require metalwork to disassemble, also gives metal bars & plates (previously was only screws).
    - Increased spawn rate of fanny pack.
    - Increased weight of rifles.
    - Lowered min angle of shove to stop shove working on distant zombies
    - Lowered max range of shove as the range "extends" when player shoves (as body leans forward, so does the range)
    - Traps can get destroyed when the player is out of range
        - when destroyed, a destroyItem takes the traps place, by default this is 'unusable wood' but can be set in the trap definition
    - "Put in Container" inventory context-menu option now shows the name of the container (if any). Hopefully, this will make it clearer that the item isn't going into an equipped bag.
    - Increased the range the player prefers to target lunging zombies instead of prone zombies from 0.5 to 1.0

    ANIMS
    - Adjusted the 2-handed miss animation to leave the weapon in left hand during the miss anim
    - Disallow fishing when sitting on ground, as said action has no playable animation at this time. If the UI is opened first and player then sits before starting fishing action a forceGetUp is performed.
    - Removed excess frames from "zombie get up from back" anim
    - Tweaked blend settings for "zombie getting up"

    FIXES
    - Fixed jaw-stabbing zombies through unbroken or barricaded windows.
    - Fixed jaw stab animation playing but character missing
    - Fixed splatting blood and playing weapon-impact sounds when hitting a window between the player and a zombie.
    - Fixed cancelling attaching an item to the hotbar leaving the model visible on the player but not in the hotbar.
    - Fixed UI updates slowing down when the GameTime.Speed.XXX debug options are enabled.
    - Fixed IsoZombie AnimationPlayer being freed, then recreated after death.
    - Fixed model-rendering debug code accessing AnimationPlayer from the rendering thread. This was the code that rendered the character's skeleton and other things.
    - Fixed a bug in the JOML Matrix4f class.
    - Deleted some old unused classes.
    - Fixed unnoticeable splitscreen rendering issue when the game is paused.
    - Fixed lua error with the Horde Manager ui when the spawn location goes out of bounds.
    - Fixed zombie models unfolding when they first become visible.
    - Fixed NullPointerException climbing through a windowframe without a window.
    - Fixed the close-window animation not playing when using a controller.
    - Fixed being able to sleep in a moving car.
    - Fixed Movable-cursor not being able to pick up office cubicle walls from west/north side, also made them hoppable.
    - Added functionallity for any object existing as Iso and Inventory (such as radios) to be dismantable/scapable in their IsoObject form by looking up the inventory item dismantle recipe. For this to work the spriteproperties must be set to 'CanScrap' AND have at least one dummy material defined for the scrapcode to recognize it as valid scrapable, the actual materials returned will be from the recipe
    - Fixed walls on the same tile overlapping door when the latter was opened.
    - Added a check that makes sure the door index is always after the last wall and wall index is always before the door.
    - Added a tileproperty TreatAsWallOrder for objects that aren't walls but should be treated as such in the indexing (such as the shower glass panes)
    - FPS multiplier now capped to a maximum of 5 (6fps->30fps). This possibly fixes death by stairs, along with other possible sudden deaths due to lag related pauses, as time will not pass significantly during such a pause. 
    - Fixed some lambda garbage collection
    - Fixed duplicate Keyframe.BoneName strings (Bip01, etc)
    - Fixed death music not stopping after creating a new player using the New Character button.
    - Possibly fixed bug that treated walking zombies as if they're still knocked down, causing wrong target priorities when attacking affected zombies.
    - Fixed player movement stopping when playing the one-handed crit attack animation.
    - Fixed wrist-worn items clipping through long-sleeved clothes by hiding the wrist-worn items.
    - Fixed character-creation Beard Type "None" not being selected when loading a preset without a beard.
    - Fixed blur at certain zoom levels
    - Fixed blood not being drawn temporarily on hotbar weapon models when equipping or unequipping them.
    - Fixed various debug panels affecting a dead player after creating a new player with the New Character button.
    - Fixed recipes not preserving the "favorite" status of items when the result item has the same type as a source item.
    - Fixed zombies ending up on their back when they are hit while flipping from their back to their front.
    - Fixed the "close window" animation playing when the E key is pressed on a closed barricaded window.
    - Fixed empty assault rifles in Burst or Single firing modes killing zombies.
    - Fixed clothing items that can't get blood and dirt on them from getting wet. This includes belts, jewelry, and watches.
    - Fixed SleepingEvent not working correctly in splitscreen.
    - Fixed corpses being drawn underneath stairs.  They still get clipped if they overlap a lower stair tile.
    - Fixed knocked-off hats being drawn underneath stairs
    - Fixed some cases where empty containers looked like they had items in them.
    - Fixed some invalid item types in the loot-spawning tables.
    - Print a warning to the console when invalid item types are in the loot-spawning tables.
    - Fixed some gc with item spawning.
    - ProceduralDistributions Lua table is parsed one time during startup instead of each time items are spawned
    - Fixed the hotbar shortcut keys not working after the player gets bumped just before an attack starts
  22. Like
    Jason132 reacted to nasKo in IWBUMS 41.40 RELEASED   
  23. Like
    Jason132 reacted to cool daddy shark in Tucked in Camo Pants   
    We are getting a ton of choices in terms of aesthetics (e.g. makeup, jewelry, changing hair color, etc) but if I am to suggest something:
     

  24. Like
    Jason132 got a reaction from Maris in Game goes blurry at max zoom levels and sometimes in-between   
    I think it's because it renders the game at an odd resolution that isn't native to your monitor so it seems blurry, I just disabled the zoom levels that are blurry
  25. Like
    Jason132 reacted to nasKo in IWBUMS 41.39 RELEASED   
    NEW
     
    translationProblems.txt lists missing ItemName_xxx instead of the old DisplayName_xxx. Removed the true|false debug console spam. Added buttons to access the Attachment Editor, Chunk Debugger, and Vehicle Editor to the debug menu. Added DebugType.Mod for controlling the display of mod-related debug messages to the console. Updated latest Community Translations  
     
    FIXES
     
    Used Docker to create libjassimp64.so and libLighting64.so with a version of GCC that will not cause issues with some Linux setups Fixed the vehicle editor not selecting the correct vehicle in the scripts combobox. Fixed the tutorial breaking at the zoom in/out stage when not using double-sized textures. Fixed rendering error when the Bucket Hat is on the ground. Fixed a vehicle shader not compiling on some systems. Fixed GameTime.getMinutesStamp() having a resolution of 2 minutes instead of 1. Fixed weapon models not being updated after removing weapon parts (scopes, etc) when the weapon is attached to the player. Fixed the HuntingRifle (MSR788 Rifle) scope not being displayed. Fixed not detecting when multiple active mods use the same tile definition file numbers. These file numbers are specified by "tiledef=" in mod.info files. Fixed being able to pick up a propane barbeque without removing the propane tank. Fixed the animation editor not setting the Reverse checkbox when selecting animations. Fixed the animation for removing a magazine from a firearm. Fixed lua error when fishing and the last lure breaks. Fixed incorrect instruction in tutorial re: tall fence Fixed (hopefully) the last of the 'red dot on tiles' issues
     
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