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lemmy101

PZ Dev
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About lemmy101

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  1. WARNING: FILIBUSTER / FRUsedCarsBETA MOD WILL BREAK THE GAME WITH THIS BUILD UNTIL ITS UPDATED. NEW - New way to spawn vehicle stories, now use zone intersect in chunk to be really accurate. - Added more vehicle stories. - Added weapon name on insert bullets in weapon context menu option - Added footstep sounds when aim-walking. - Moodles now shake and shimmer to signal combat being impaired - Updated some vehicles textures. - Fixed some missing vehicle damage overlays. - Increased cap combat speed for heavy weapons. - Pressing one of the hotbar keys for half a second now displays a radial menu for choosing an item to equip in that slot. - Healing items can be dragged onto the Health panel to treat injuries.-Converted strings for translators -Updated translations for Spanish, Hungarian, Japanese and Polish.- All containers in the loot window now displayed in the 3x3 area around the player. 1) This allows us to add back "turn to face the container while looting", because turning doesn't change which containers are displayed in the loot window. 2) Fixes some awkwardness with looting corpses, since often the player is visually standing on the corpse but not facing the square the corpse is on. 3) It was always possible for the player to click on a container in the world and display it's contents in the loot window, even when the container was behind the player and didn't have a button in the loot window. FIXES - Fixed vehicle rust missing from Effects. - Fixed player being locked in place after starting to reload/rack a firearm while aiming. - Fixed sitting and thumping zombies being pushed by other zombies - Display the 'equipped' icon in the hotbar for items held in a hand. - Added "Quit To Desktop" main-menu option. - Player now faces vehicle door when attempting to unlock it. - Fixed zombies getting stuck in an animation after the player dies. - Fixed DebugChunkState error when a State wasn't exposed to lua. - Fixed sitting zombies sometimes facing the wrong direction. - Fixed the position of the "favorite" icon in the inventory window (it was clipping into the row above). - Fixed being able to throw a molotov without a lighter in the right hand, and the right-hand item disappearing afterward. - Fixed not being able to queue multiple chop-tree actions. - Fixed the Continue button skipping the profession screen when the player is dead. - Fixed hotbar switching animations. - Fixed the player's direction snapping when changing the player's in-hand models. - Fixes snapping when the player turns - Fixed dragging multiple healing items of the same type onto the Health ui. - Fixed clicking "wear" on a stack of items wearing them all - Fixed being able to open infinite Inspect Clothing UI. - Fixed right clicking on bullets needing a corresponding gun to allow insert bullets in magazine. - Fixed having clicking once bullets in inventory bringing "insert ammo in magazine" for every item. - Fixed not being able to clean dirty leather/denim strips. - Fixed bunch of overlaping text with garmentUI for translator, everything is now tied to various string width. - Fixed sandbox loot settings resetting to default when loading a saved game. - Fixed zombies not attacking players right in front of them when the "Day/Night Active" sandbox setting is not "Both". - Lighter doesn't run out of fuel if we use it as lighting source - Fixed Barefoot footsteps sfx not being softer than when wearing shoes - Fixed chance to catch fish at lvl 1 beingtoo high - Fixed professional clothes (for example Lumberjack shirt) disappearing from the combo when clicking "Random" - Fixed Headlights smashing too easily - Fixed Pin status for inventory menus not being saved - Fixed it not being possible to recover and repair a weapon used in Spear creation - Fixed dryers having Drink Option - Fixed lua error with Painting walls - Fixed Fishing with a spear having incorrect sfx - Fixed sound effect when a door is destroyed being too loud - Fixed incorrect high exertion moodle description - Fixed Trees/clothing protection system issues - Fixed dig Graves action not having SFX for all tools - Fixed vehicle siren typo - Fixed a farming 'Dig' being confusing due to different digging actions - now 'dig furrow' etc. - Fixed weapon SwingSound not playing (whoosh of baseball bat for example). - Fixed HitVehiclePartWithWeapon and HitVehicleWindowWithWeapon not playing, and it using hit-zombie sound. - Fixed hats falling multiple times off reanimated player zombies. - Fixed aim outline for splitscreen players being rendered on the first player's screen. - Fixed weather effects not rendering for splitscreen players. - Fixed the wrong clothing color being displayed in the character-creation screen when selecting items. - Fixed passengers not being allowed to read books in running vehicles (driver still cannot). - Fixed garage doors with walls behind in cells 22,33 and 27,33. - Fixed SmithingMag4 turning into SmithingMag3 when read. - Fixed possible nullpointer for RVSCarCrashCorpse. - Fixed turning again when already facing the direction when doing an action. - Fixed player animation snapping while turning in ISMultiStageBuild. - Fixed vehicle steering flipping like pinball paddles when the fps is low. - Fixed pathfind bug that resulted in "WalkTowardState but path2 != null" messages. - Fixed lua errors when pressing hotbar shortcut keys during game loading. - Fixed exception with PolygonalMap2.intersectLineWithVehicle(). - Fixed lua error in ISRepairEngine - Forbid reading skill books that are too high-level. The player will read for a bit then stop after saying "I don't understand..." etc. - Fixed IsoWorldInventoryObject sometimes using the smaller WItem_xxx textures. - fixed the car duplication. - Fixed vehicle headlights not getting removed when destroyed, emitting light when broken
  2. no that's just bad spelling in our code. its consistently badly spelt though. so it doesn't matter
  3. NEW Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel. Added visible bandage models on character Changed the animation when building log walls, and hide hand models since no tools are required. Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example. Added "Aim outline" display option. Player now unequips current item before equipping another when both items are in the hotbar. Fixed some bugs with the Inspect Clothing UI & added a condition bar. Finished bandages models (added dirty!) Removed "New Roof Hiding" option. Catch and log all Throwable errors when saving the game. Added randomised vehicle spawn events - car crashes etc. Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options. Improved transition to action animation to remove anim snaps INSULATION SYSTEM CHANGES - fixed bug that resulted in no catch a cold chance when conditions did apply - slowed down body heat generation increase/decrease rates - added advanced view and applied text changes on thermal tab - fixed temperature offsets of limbs to be more pronounced - changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold - increased energy/fluid consumption rates a little bit when overheating/undercooling - added small increase in energy consumption when generating lots of heat. - changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again. - fixed bug that during heat made skin too hot too fast based on insulation - fixed a few clothing pieces insulation - changed hypothermia stage 2 kicking in at core 35, instead of 33 - added a lower body heat generation value when sneaking. - added small incremental insulation bonus affecting high insulating clothing mostly - added extra lower perspiration rate modifier for clothing in colder temperatures - added water resistance to various jackets,pants,hats and footwear BALANCE Increased a tad weapon spawning attached to zombies. Increased gardenning spray, scissors, gloves & butter knife spawn rate. Removed Belt being able to be cut. Increased thread spawn rate in kitchen. Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires. Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack. Added slow shamblers zombies speed. FIXES - Possibly fixed walking-in-place zombies. - Fixed hotbar not updating when replacing a holster with a double holster or vice-versa. - Fixed custom weights for food and crafted radios not being saved. - Fixed "Clear Ashes" not being available. - Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes. - Fixed lua error in DebugChunkState displaying tables in modData. - Fixed the bug "vehicles sometimes disappear until you reload the game". - Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down. - Fixed overlapping garage door and wall in cell 37,22. - Fixed Tailoring skill books disappearing after being read. - Fixed grime/overlays/etc from burned tiles. - Fixed the bug: the -Dnosave option throw a bunch of error - Fixed car batteries starting with greater than 100% charge sometimes. - Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu. - Fixed red garage doors not being openable. - Fixed Transfer All not working when one of the items is a Moveable (furniture) item. - Fixed cold water being used sometimes when disinfecting bandages or making hot drinks. - Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added). - Fixed wrong climb-over-fence animation playing when holding a handgun. - Fixed MEGA THUNDER bug after fast-forward - Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on. - Fixed lua error when attempting to reload a magazine when there are no bullets in inventory. - Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes). - Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls. - Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door. - Fixed hitting trees through walls. - Fixed zombies runners not running toward a sound (breaking windows, TV..) - Fixed zombies runners running in circle around you.
  4. PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports. The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions. Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch NEW Added new Mash's textures for zombies and survivor characters. Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..) Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them. Character temperature stuff: - added Thermoregulator to BodyDamage which handles all the player heat stuff - added character panel thermos ui and elements - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state - reworked cold/heat damage and penalties - changed umbrella effectiveness to per body part basis - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more - changed outdoorsman reduces chance to catch a cold to 10% of normal - added proper humidity to climate manager - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight) - added bodywetness per body part instead of one value for entire body - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0 - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down - added time penalty for timed actions when hands/arms are very cold - added bodypart widget to protection panel - changed PlayerClimateDebug to show debug stuff for thermoregulator now - added BodyPartContacts, can be used to determine which body part connects to another - added distance to core, skinsurface percentage and umbrella mod to BodyPartType Added Clothing Repair: Right click an item to add/remove patches to clothing. Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading). Quality of the defense depend on fabric used & tailoring skill. In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus. Changed how ripping clothing works to make it easier to update when new clothes are being added. Can now rip leather/denim stuff to get strips (requires scissors). Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.) Patch textures currently all the same no matter the fabric used, they are placeholder textures. Gun improvements: Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now. Improved zombies sprinter: - They now sprint only if they have a target, otherwise they just walk. - They have a chance to trip and fall when sprinting. - Fixed zombies sprinting through trees. - Sprinters have a wider turn delta when sprinting. - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead of to the floor. Saving and logs: - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive. - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive. - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive. Water improvements: - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader. It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch where the dock meets the shore. - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles. It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint. Previously you couldn't see the transparent floors on the edges of the railway bridge because the water covered them. GENERAL Added some food models (mainly for vegetables/fruits). Addded eat from plate anim Added tailoring trait/books. Fixed sometimes having spawn house barricaded. Moved passive skills to the top of the Skills tab. Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc.. Changed aiming zombies outline colors to use less dark red. Changed some words on repair menu. MARTIN ADDITIONS -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X TRUNK VERSION - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All). - Fixed puddle data rendering This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly in a 3x3 area around the door. It didn't happen when using the 'E' key, strangely. I think the puddles rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the render thread is reading them. - Fixed the second container in the loot window being auto-selected instead of the first when using a controller. IIRC the floor used to be displayed at the top of the list of containers in the loot window. - Fixed some garage doors with walls behind them in cell 25,31. - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms. - Removed tutorial popup message for new players. - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle. - Fixed rendering of wall vines being affected by the old circle-stencil. - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations. The animation lasts 1/2 second. This replaces the 'grace' period from the last patch. - Removed the blend time between the start and finish animations of the zombie attack. This appeared to cause a hitch in the zombie's pose. - Fixed player walking to adjacent containers when transferring items. - Fixed Difference in how tint is applied to models versus on-character clothes. - Fixed Survivor & Builder mode not starting in July. - Fixed player not waking up when low health. - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..) - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc. - Fixed texture-related exception loading moveable items in containers. - Fixed sleep ending too soon. - Fixed player turning while looting since doing so may change which containers are displayed. - Fixed corpse textures being recreated each time a corpse was loaded. - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory. - Fixed issues dismantling vehicles with a blowtorch. - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen. - Fixed typo in ClothingSelectionDefinitions.lua.
  5. lemmy101

    Like, sew cool

    re: pocket sewing, this is totally planned but very unlikely to be in 41. It'll be part of our inventory system overhaul to remove the 'main inventory' and list everything in various clothing containers and would allow sewing to increase inventory capacity on various clothing items. Details here: https://projectzomboid.com/blog/2019/07/reloaded/ I'd imagine it'll be in 42 but who knows...
  6. NEW Re-added sprinter zombies to sandbox. Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world. Slot labels now displayed above the hotbar when the mouse hovers that slot. This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead. New SFX for lower impact car collisions Added new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options. Added star quality to show durability of items in hotbar. Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt. Updated community translations Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call. Sneaking now drains more endurance when walking/jogging than normal walking/jogging. Equipped item/clothing now at the end of the inventory and not at the top. Added some debug info about quit and around saving the game on quit Pressing R can now do multiple thing: - If mag is in equipped gun, unequip it, check for a new mag to insert. - If no other mag found, check if we can load bullets in one mag, when done auto reload/rack. BALANCE Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door. If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking. Balanced firearm stats. Increased chance of finding magazine in guns. Improved M16 and Automatic fire weapons. Adjusted some loot spawns Add carpentry exp when making spears. Zombies have now defense according to clothing Eating frozen food now gives unhappiness/boredom malus. Re-added guns to spawn Lowered gigamart spawn rate. Increased safehouse loot. Changed Builder's food rarity settings from "extremely rare" to "rare" Disabled automatically vaulting over fences when there's no floor on the other side. Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath. ANIMS/MODELS -tweaks to Hunting vest x files and masks so they work better together -adjusted wedding jacket to work a bit better with jumpers. -adjusted Huntingvest masks so that it works better with clothing FIXES - Fixed the player walking in the wrong direction while aiming with a controller. - Fixed hotbar position in splitscreen and after resizing the game window. - Fixed missing window icons. - Fixed tired moodle not in calcul hit chance for firearm. - Fixed exhausted moodle not being in calcul for stomping. - Fixed zombies pushing around zombies sat against a wall. - Fixed hand axe being on wrong rotation when attached in belt right. - Fixed various body location (gask mask could be wear with glasses, some full helmet etc..) - Fixed clothing protection could display over 100%. - Fixed wrong color scheme for bite/scratch defense color. - Fixed not regen endurance if heavy load was > 0. - Fixed heavy load moodle level 4 not doing anything to endurance regen. - Fixed fitness level 10 make you run faster (now only affect endurance). - Fixed missing rip clothing SFX. - Fixed stone not being lost when creating a spear from it. - Fixed double create spear with screwdriver. - Fixed missing adding kitchen knife to spear recipe. - Fixed occasional duplicated cars. - Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map. - Fixed zombies never sitting against south or east walls. IsoGridSquare.getWallType() looked for WallS and WallE properties which don't exist. - Fixed lua error looting hotbar items from corpses. - Fixed dissassembling not forcing you to stand. - Fixed removing a magazine from a firearm also removing 1 bullet from the clip. - Fixed some lua errors being printed to console without displaying the red error box. - Fixed car battery charger not rendering sometimes. - Fixed some blending during vault over. - Fixed sudden pause at the end of vaultOverRun - Fixed vault over sprint making a snap. - Fixed eating and drinking animations stopping in the middle of the action - Fixed some zombies walking being really fast or way too slow - Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse. - Fixed the player's view cone changing direction more quickly than the model is turning. - Fixed character-info avatar not updating after washing off blood. - Fixed zombies sometimes standing idle when they should be chasing the player. - Fixed iso cursor being rendered at twice the size when Double-sized Textures = No. - Fixed players not always facing the direction they should when performing actions. - Fixed player walking when turning off an alarm that is in their inventory. - Fixed house alarms not working.
  7. it's always been 100% outside of bugs
  8. Next time if you'd prefer you can wait until MP is released and not be able to play SP at all in the meantime. Your call.
  9. Because.... *looks at rest of list* we've got a lot of stuff on and can't do everything at once, don't have anims yet, etc etc. but thought we'd add this quickly just so people could deal with broken glass?
  10. go somewhere you've not been to generate new loot
  11. - Add "Finished" Sound to Washing Machine/Dryer - Not being able to add/remove clothes to washer/dryer while cycle is active - Change Moodle "Minor injuries, first aid required" - Custom Sandbox Settings Don't Save as a Saved Preset if "/" is in Name - Fishing SFX not synced - Clothing Ensemble Bug - Filling Broken Saucepan Bug - Fixed uninitialized uniform index with TallFenceShader. - Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false. - Fixed floor and wall shaders being recreated each time a game is started. - Hopefully fixed rain puddle performance issues. - Re-enabled the fridehum/window/door/etc ambient sounds. Changed WaterDrip sound to only play on IsoFlagType.waterPiped sprites with water (so they won't drip after the water shuts off, unless connected to a water source). Yuri found that when there are puddles on the ground, there are way too many WaterDrip sounds playing. That was due to IsoObject.hasWater() returning true on squares that have puddles. - Save hotbbar position to avoid weirdness at loading game with holster equipped. - Adjusted some model position for attached weapons. - Added double barrel shotgun. (anim + spawn). - Fixed some weirdness with guns. - Now reset the loot position when transfering stuff - Can now pickup broken glass (warning, if no gloves you might get injured). - Increased Soap spawn rate. - Decrease soap consumption (*2). - Various compatibility changes for future Super Survivors updates. - Cleaning liquid can now be used to wash yourself/clothing (NEW cleaning liquid, previous one won't work). - Cleaning time now depend on amount of blood/dirt on clothing. - Clothing will be soaked after being washed by hands. - Fixed exception when washing Socks. - Decreased time to wash clothing. - Added various recoil anim for guns/firearm, the more aiming level, the faster you'll shoot + less recoil from anim. - Added switch Single/Auto for the M16. - Fixed hotbar weight taking priority over equipped item weight. - Tooltip now show correct weight if weapon is in hotbar. - Balanced assault rifle - Fixed: Zooming out over water results in black squares instead of water - Fixed after-death text being rendered twice for players. - Fixed rain-splash rendering bug in splitscreen. - Fixed typo with ISBaseObject.type. Capital-T Type is used in several places. - Fixed player model being reset when swapping hotbar items. - Fixed character-info avatar not updating when swapping hotbar items. - Call ISHotbar:refresh() in update(). My previous commit added a call to triggerEvent("OnClothingUpdate") in IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times. - Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels. - Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached. - Delay resetting a character's equipped and attached models until the next frame. - Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason. - fix text boxes not being destroyed bug - Fixed hotbar exception after moving the first of two belts to a container. https://theindiestone.com/forums/index.php?/topic/26445-dirty-laundry-washer-bugfest/ Change to ISHotbar:onMouseUp() is just refactoring. - Fixed previous game's zombie population settings being applied to new games. - Fixed Survivor.lua sandbox preset never being loaded. - Rebuilt Linux libPZPopMan64.so. - Lowered burnt house spawn rate. - Fixed zombies being considered as on back when falling through window. - Can now wash yourself without soap, but takes longer. - Capped the time needed to wash clothing. - Added holster icons.
  12. we done a stealth patch that should fix fps issues. We also figured out a potential cause of fps drop for rain / puddles but that's not made it in tonight.
  13. Should be fine i think
  14. NEW All characters now start with a belt - giving them a "Back" slot & two belt (left/right) belt slots. You can either right click a slot, or drag & drop a weapon to it. Or, alternatively, click a weapon in your inventory to attach it to the hotbar. Weapons will be shown on the player. Pressing a hotkey (from 1 to 5) will auto equip the weapon assigned to each slot. This is a work in progress system that we'd love feedback on! Added holsters Holsters have a chance to spawn on police/policestate zombies (automatic get one if he had a gun) - Rebuilt ProjectZomboid.exe as a gui application, no more console window. Should work with Steam remote play together now. - Added player Bob_VaultOverToFall animation when climbing over fences. - Added zombie Zombie_WalkTrees animation for walktoward and pathfind states. - Zombie lunge animations played at 50% speed in trees. BALANCE - Boosted wood axe damage, speed, amount of time you can move during strafe, to make it a viable (but still quite slow) heavy damage weapon - Force standing when drinking/filling items from sink. - Reduced handgun model size (+ muzzle redone) - Added Chipped stone to craft lance recipe. - Made tall fences transparent when the player is behind them - Disabled Hypochondriac trait until it can be fully reworked - Reload XP now given when inserting bullets in clip (small chance) and when reloading (bigger chance). - Added spear fishing. - Now equip in 2 hands shovel when taking dirt/sands.. - Added Griddle pan for stir-fry. FIXES - Fixed zombies spawning in buildings long after a player has entered the building. - Fixed Double-barrel shotgun issues. 1) Missing inventory icon. 2) Removed chamber, which allowed 3 shells to be loaded. 3) Racking not required. - Fixed blob/suitcase Zeds on spawn - Fixed FMOD crash on 64-bit. Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'. SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused(). - Fixed zombies getting stuck in the air after climbing through a window. - Fixed exception after renaming food to have a dollar-sign character in it. - Fixed lua error when taking compost from a composter. - Fixed zombified players interacting with doors/windows/etc by left-clicking. - Fixed new shovels not being useable for taking dirt/gravel/sand. - Fixed hammering animation when pouring dirt/gravel/sand from a bag. - Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes - Fixed issues pressing Escape while entering or exiting a vehicle, or switching seats. - Fixed players going through a wall when run-vaulting over a fence adjacent to the wall. - Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ. - Fixed Protection screen not working with a controller. - Fixed Info hair/beard buttons not working with a controller. - Fixed clothing dryer and washer continuing to play sound after the power goes out. - Fixed weather mask not updating when the zoom level changes. - Fixed weather mask not rendering for splitscreen players. - Fixed zombies get stuck after climbing over a fence with no floor on the other side. - Fixed some files being closed via garbage collection. - Crouch key only affects player 0 which fixes split-screen shared crouch - Fixed "Sit On Ground" context-menu option is available when already sitting. - Fixed "Sit On Ground" context-menu option is not available when using a controller. - Fixed adding frozen food into recipes. - Fixed old Socks still existing.
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