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lemmy101

PZ Dev
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About lemmy101

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  1. 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
  2. lemmy101

    Shoving off

    This is the problem, as soon as there is any even broken multiplayer the interest in PZ will explode, there are big streamers waiting for it. Itd be a mess and then they would move on and unlikely return once we have solid MP. People treat IWBUMs as the official version once it's there. We can't risk having non functional and unreliable MP and it needs to get to a set level of performance and polish before it goes out in any capacity or it may mean the difference between millions of future sales and eeking by. B41 is the most important update so far and a real opportunity to break the game into the mainstream and if we don't land it right it would be devastating. As explained in the Thursdoid.
  3. Koester, putting aside your colossal attitude for a moment, since your streamer friends may well be people we'd like to help out. Does these stutters only happen when recording? and what capture / streaming software are you using?
  4. Thanks for the feedback. We may strive to be realistic, but allowing players to go a month without food would, for the most part, remove food as a practical concern in the game particularly for the majority of players who probably don't survive more than a month or two. It's one of the situations we need to prioritise gameplay over realism. As for foraging tiredness, perhaps this needs rebalancing, but comparing it to fishing, a renowned relaxation pastime doesn't really seem fair comparison. I'm pretty sure hunting for berries in the woods would get tiring a ton sooner than chilling beside a lake drinking beers and waiting for a fish to bite.
  5. lemmy101

    Zed Clients

    In case you didn't know, we're vastly majority white in the development team. If you took from that statement that we don't value our own lives and don't think our own lives matter, then am afraid you took the wrong thing away from it. If what you say about Belarus is true then that is wonderful to hear and we could all learn a lot from Belarus. Sadly its not the case elsewhere, particularly in America where all this stuff is going down at the moment, as such that statement is something a lot of people are saying in solidarity and its unfortunate that its somehow so contentious to some.
  6. Thanks for the suggestions will make sure the mp team see them! though a core aspect of our planned zombie networking is the client who zombies are chasing will have (server validated) authority thus eliminating latency completely where its a concern.
  7. It's something we're not actively promising, and certainly not pre-1.0, but its very much something we still want to do.
  8. This code was on the 'Creative' branch which made it possible with some significant changes to how the map worked for the Creative mode. However that branch, due to anims and npc pressure of focus from community anticipation didn't get any time put into it and has spent years going stale with years old code. The prospect of merging in creative at this point would be an act of madness since the code has diverged so much, so this stuff would sadly need retransplanting at the point on a fresh branch, 'started from scratch with the advantage of the old code for reference' when we started working on it again. As such this stuff could never have been released as it was entwined in the creative branch which required a ton more work and had no time for it. It could potentially be done again in future, but the video you see does not represent anything usable at this point.
  9. BALANCE - Increased dirt on character. FIXES - Fixed some recipes not being able to use the new garden saw. - Fixed exceptions due to missing eye-shadow textures. - Fixed the makeup ui not working with different-sized fonts. - Fixed the makeup ui not working with a controller. - Fixed the Lua debugger Errors ui not showing exceptions in one case. - Fixed occasional Lua error when right-clicking on windows. - Fixed odd position of bags on the ground when dropped from hands. - Fixed Blooo (again again again) by making the default DisplayName for items is now the Module.Type of that item, making it easier to debug. - Fixed the "leg kick" when performing some timed actions (eating, smoking, etc).
  10. to encourage flashlight use - no one ever uses flashlights because its perfectly able to see even in houses at night. Using flashlights is cool and atmospheric and something a person would do irl, and also comes with risk/benefit tradeoff so is an interesting gameplay mechanic that until now has never been required to be used.
  11. 41.35 patch notes NEW Experimental bag holding - Feedback please! Added make up: - You need either a make up foundation, make up eyes shadows or lipstick. - Make up available will depend on the type you selected. (i'll change it so it'll check for every make up material in your inventory, so if you have lipstick but click on makeup foundation you'll see lipstick make up in the list) - You also need to be in front of a mirror or have a mirror item in your inventory. - Clown, Skull, Brave heart, multiple lipstick & eyes shadow color... Experimental lighting changes - Feedback please! - Vision cone is 25% darker. - Lamppost lighting are way brighter to counter this. - Increased character's lighting to counter balance the darker vision cone. Changed how car damage is done when hitting a zombie: - Before almost no damage were done at low speed + no damage when going in reverse. - Now it do, while it's quite low damage at low speed, quickly hitting zombies in chain will start to ramp up the damage done. - If the hood is destroyed, some damage will be done on the engine. - Tires can now get hits by hitting a zombie too. - Increased damage done to headlights when hitting zombies (those things were invincible!). - Feedback please! Added Dirt/Grime. - The mask is intended for character, but i'm also using it for clothing, making dresses/skirts not having lots of dirt, i'll ask Mash to update the mask. - The shaders could use some more works, specially when on clothing. - Works kinda like blood. - Random dirt will be added on zed at creation (more the later in the apocalypse). - For character: * Running or sweating add dirt on your character, slowly getting to your clothes the more dirty you are. * I also need to add some acions adding more dirt (shoveling, gardening..) * Being in trees will add dirt directly on your clothing. * Falling add also dirt. Clothing item can now have more than 1 extra option. - All bandanas can now be tied the normal way, rambo style or put on face. - Added bandana with random tint. - Added new bandanas to zombies outfit. Added new vehicle story: Bandits on road, couple of crashed cars, few corpses and some zombies (with bandits with a high chance of having firearm attached to them!). - Only appears at after a month of survival. Police blockade car stories have a chance of having the siren lights turned on. Added tile property "IsMirror" and added it for every type of mirror in game (for makeup). Updated hair textures. Updated bag textures. Nerfed smashed bottles condition lower chance. Synced open-window sound effects with the animations better, and try to prevent duplicate sound effects. The player now attacks repeatedly while the controller triggers are held down, instead of once when released. Can now right click the equipped item icons on the left (primary or secondary) to bring up context menu. BALANCE Increased Paint Can uses from 4 per can to 10. Increased health of constructed metal walls. Guns that spawn on zombies have now more chance to have bullets/clip Increased magazines spawning rate. Stop getting strength xp from pushing trees (this ain't minecraft yo) FIXES - Fixed tab panels not displaying the left/right scroll buttons in some cases (i.e., in the crafting ui with larger font sizes or many tabs). - Fixed the mousewheel not scrolling the tabs in the options ui. - Fixed the health panel not always being wide enough to display all the text in it. - Fixed the temperature debug ui not resizing vertically with different-sized fonts (horizontal resizing needs doing). - Fixed model.offset, model.rotate and model.scale not being applied to vehicle-wheel models. - Fixed Sandbox not defaulting to Apocalypse instead of Survivor. - Fixed the existence of the "Post Processing" display option (shaders are no longer optional) - Fixed missing recipes for the new flashlight (aka Hand Torch). - Fixed non-passive skills only gaining a single level when more than one could be gained (due to a high sandbox XP multiplier). - Fixed not being able to attack sometimes when holding torch/umbrella. - Fixed character not raising in hands when ready for a jaw stab. - Fixed Double Metal Doors using same recipe as Double Wooden Door - Fixed crafting Metal Roof not consuming any Scrap Metal - Fixed"Put out Fire" resulting in decimal point values for Campfire fuel times - Fixed Metal Roof not requiring use of Propane Torch and Welding Rods - Fixed translations for hotbar slot names not being used in some places. - Fixed some missing translations in the inspect-clothing ui's context menu. - Fixed police barricades and traffic cones that are added at runtime not being interactive (can't be hit by cars or picked up). - Fixed reset of the "NeedMasking" variable. - Fixed mannequins spawning with inappropriate outfits - Fixed no hair growth on female characters. - Fixed "Blooo" item appearing inside character's inventory sometimes. (Blooo came back :'( ) - Fixed missing blood textures on weapon models when they're attached to the player's back or belt. - Fixed beard color not appearing in character info avatar panel. - Fixed bags in hands not being hidden when doing actions. - Fixed sometime unequipping a bag wouldn't remove it from equipped models. - Fixed right hand duffel bag being considered as left hand. - Fixed duplicating bags when falling after vaulting a fence. - Fixed vaulting fence fall not happening for every type of vault over. - Fixed makeup will now be removed after washing yourself. - Fixed handtorch model not being shown when dismantling torch (previosly was CDPlayer). - Fixed hidding weapons when doing actions. - Fixed being able to cancel attack a ranged shot/racking. - Fixed being stuck in aiming when shoving while shooting. - Fixed some drag & drop weirdness while having a bag equipped. - Fixed arms wobbling while holdings bags & running. - Fixed color not being saved when dropping a bags on the floor. - Fixing context key always dropping heavy items. - Fixed numerous holding bags mask blend/snapping. - Fixed snap and wobbling while running with a bag. - Fixed pressing shift while being idle moving the arm while holding bags. - Fixed pressing space while running not registering the shove immediatly but only when you stopped running. - Fixed icons of new item when using extra option being erased (bandana was never changing its icon for example). - Fixed some mirror not working for make up (they were attached sprite & not new object). - Fixed having injuries on left arm affecting combat speed. - Fixed book store cash register having books in it instead of money. - Fixed incorrect umbrella icons. - Fixed police & some other specific outfit not spawning with weapon attached to them (pistol on police for example). - Fixed seeing bags during sit on ground & opening windows. - Fixed an exception in OpenWindowState.exit() when the lock breaks. - Fixed GameServer.SpawnRegions not being initialized. - Fixed ISWeatherChannel bug on the server. - Fixed old map_p.bin savefile code being called on the client. - Fixed room lights being possibly twice as bright as before. Only exterior lights are possibly twice as bright now. - Fixed some blending issue with holding bags. - Fixed Uniform zombie distribution not putting zombies in places with zero intensity in the spawn image. Needs to be rebuilt on Linux and Mac. - Fixed the UI font being scaled after viewing a map in some languages (i.e. Russian). Changing the Language in the Display options reloads the UI when not in a game. - Fixed holes in clothing disappearing after patching a hole twice. - Fixed Lua error reading a skill book twice. Skill books should probably use DisappearOnUse=FALSE instead of being replaced with an identical item via ReplaceOnUse. - Fixed metal grates over windows not blocking zombies when they come before the window in the list of objects on the square. - Fixed corpses being a lot darker than zombies. Model lighting was changed in commit 4216. - Fixed Lua files being reloaded when the Display language wasn't changed. - Fixed vehicle models being lit from the wrong direction by lampposts etc. - Fixed exceptions sometimes being thrown when the Model.Render.Lights debug option is used (accessing IsoGridSquare from the render thread). - Fixed overlapping text in the item-spawner debug ui. - Fixed music "drama" never going down. - Fixed player textures being recreated every frame, tanking the framerate. - Fixed the player taking damage and dropping equipped items when climbing over railings onto stairs. - Fixed issues with the player dropping hand-held items after tripping or dying. - Fixed dropping items outside the inventory and loot windows being blocked by hidden parts of collapsed windows. - Fixed some player skills increasing each time a Last Stand Accumulator player is loaded ZAC STUFF Zac Congo - Added priority parameter to per-bone anim sorting. The mix is now sorted by: Layer, Priority, Weight - AnimationPlayer - New field, int[] m_animBlendPriorities. Reusable array used to for sorting tracks by priority. - Updated function updateMultiTrackBoneTransformsInternal to include Priority in the sorting algorithm. - Minor refactor to improve readability. - LiveAnimNode - New utility functions give access to source AnimNode values: getPriority() getDeferredBoneName() getDeferredBoneAxis() getSubStateBoneWeights() findTransitionTo(...) getSpeedScale(...) - AnimNode - New variable, m_Priority - New function, getPriority() - Added extra api documentation to various fields. - AnimLayer - updateNodeActiveFlags updated to pass through priority value. - No longer repeatedly calling LiveAnimNode.getSourceNode. Using new encapsulated utility functions instead. - StartAnimTrackParameters - New variable, priority. - IsoPlayer - Removed workaround to "AttackVariableX". Values of 0.01 and 0.99 are now whole values of 0 and 1. - AdvancedAnimator - Removed unused function: ensureEnoughLayers. - AnimZed v1.7.5.01 - New field added to AnimNodePanel, Priority. Ranges from 0 to 10. Defaults to 5. - Lower numbers means animations are pushed higher up the stack. - Updated 1HDefault.Priority to 4 instead of default(5). - Fixes odd snapping when transitioning out from 1-handed aim-attacking while holding an umbrella. Fixed incorrect bone re-bindings for character's clavicles. - Using "Bip01_X_Clavicle" instead of "Bip_X_Clavicle" - Added warning to console if bone re-binds are not valid. - Added toString overrides to AnimBoneBinding, AnimBoneBindingPair, and SkinningBone. - StringUtils - Added function: indent - Indents all lines in the supplied text. Allows us to specify what to indent the first line with, what to indent all non-first lines with, what to use as the newLine string (eg. "\n", "\r\n", or anything else, like "newLine: ") - Default overload uses System.lineSeparator, does not indent the first line, and indents all non-first lines with a tab character. - Added AnimStateNameTable - New classes: GenericNameTable, NameTableEntry, and AnimStateNameTable. - The generic table provides all the functionality of an index-name, name-index table. - Thread-safe, using locks for adds/removes/modifies. - NameTableEntries have a name, and can have an index. Defaults to -1 until specified otherwise. - NameTableEntries notify their parent table when their name/index change, keeping the table consistent. - Initial implementation not wired up to Networking nor AnimStates, yet. - AnimLayers now sync to their parent - Each layer keeps the sync node and track cached. - Each sub-layer checks their parent for the cached sync node+track. - If none is found, then it uses its own. - ie. Bob_Anim_Bags now syncs to the root Bob_Anim
  12. 41.34 Changelist NEW Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing) Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife Added visible wounds on character (not done the lower body parts yet). Can now remove visible blood from health panel debug menu. Added new vehicle stories Added fuel timer to campfires and other fuel items Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon). Added ability to use bandana as a mask Removed long press of E to remove keys from car's ignition. Added ability to hold umbrella Added ability to hold a torch/flashlight in your hand Added Garden Saw. Added a Loot Generator UI in debug context menu to track loot spawns better Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed. - The controller X button toggles vehicle cruise control on/off. - Holding the controller X button and pressing D-pad up/down changes cruise-control speed. Stealth improvements: Increased range for jawstab of some knives. Player will raise their left hand if close enough to jaw stab. Added jawstab from behind (player & zombie). Hair dyes: Added hair dye (regular color will be found in bathroom, some others in a hair salon). You can dye your hair & beard separately , just right click the hair dye bottle. Added "Font Size" Display option. Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present. BALANCE Tweaked junk and clutter loot (increased them, added new loots in there) Increased painkillers active time. Lowered flashlight weight from 2 to 1. Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory Weapon magazines are now affected by Ranged weapons sandbox loot modifier option. Buffed the current flashlight, the handtorch is a lighter version of the current flashlight. Battery now weight 0.1 instead of 0.6. Increased torch/battery spawn rate. FIX - Fixed day/night active zombies sometimes sprinting when they should be inactive. - Fixed zombie spawn in large structures like the mall - Fixed Bare Hands counting as a favorite weapon in non-English languages. - Fixed mannequin rendering bug (related to the weather fx mask). - Fixed spawn buildings being randomized. - Fixed exception when the item type specified by ReplaceOnRotten doesn't exist. - Fixed not releasing vehicle database memory properly in rare cases when exiting a game. - Fixed being able to turn during fall down anim. - Fixed zombie auto turning toward player when close killed. - Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it - Fixed fishing with the fishing net trap not giving experience in fishing skill. - Fixed leaving Winter is Coming game resetting the Winter timer - Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses - Fixed occupational outfits spawning on mannequins - Fixed Scrap Metal not being used when building fences - Fixed problem with masking female character's hair. - Fixed multi hit sandbox option being turned on for challenges. - Fixed models with capital I not loading when using the Turkish locale. - Fixed player not finishing turning around before climbing through a window that is behind him/her. - Fixed missing BreakSound on some weapons.
  13. yup if there are sufficient trees / plants around and far enough away from urban build up you should be able to forage anywhere
  14. this will probably be further balanced a few in the team said the same thing but we didn't want to block the release due to it.
  15. NEW - Map and crafting window can now be closed using ESC - Fishing with a spear has new SFX - State changes now respect partial consumption of foods - Ropes can now be used as sheet ropes - Targetting system now prefers shooting targets closer to the player's z-level. - The door-lock icon in the vehicle dashboard is now drawn in yellow if some (but not all) doors are locked. - Synced zombie thumping animations with the thump impact on doors and windows (except the window-rubbing animation, which doesn't have an impact). - Placed Wire in the metalwork-menu tooltips with the other materials, instead of under the skill level required. - Sandbox options with non-default values are highlighted - Added aiming at floor when you're aiming at a zombie on ground (only works when static for now, strafing will be the same) for every weapon. - Added talkie walkie static models. - Added ability to attach walkie-talkie on the belt having seen how awesome it is in Planetalgol's mod. (Check out his stuff!) - Balanced all weapons range/angle, some weapons were missing angle (meaning you could hit from a 90° angle), some range were way too big. - Better bones masking for melee attacks, hips will now be included, so the melee attack will feel less weird. - Can now uppercut/overhead attack while moving. - Zombies will now thump a car with siren/alarm on, siren will eventually get destroyed by thumping zombies. - Added corpses removal default settings in SP: After 9 days a corpse will either disapear or transform into skeleton (skeleton will then disapear 9 days later). - If you're able to hit a zombie, you won't hit any thumpable, doors, windows, etc. Zed fence/window behaviour improvements: PLEASE NOTE THIS IS IMPROVED, BUT NOT FINAL - potentially still some issues - Zombies won't always do their lunge attack even if they can. - Player will not 100% fall on the ground, but do a dice roll depending on stats to check if he falls or not, if not, they'll slightly lose his balance. - Fixed zombies trying to lunge on a different Z levels player. - Added missing weight in calcul for some chance to fall during certain actions. - Fixed too much range sometimes on the zombies fence lunge attack. - Fixed missing transition from shove to bump. - Fixed fence-lunging and window-lunging zombies lateral movement being restricted. Nerfed backstabbing: - Before there was a 100% crit chance with knife when backstabbing, now it will occurs only if the zombie is unalert - The crit chance for other weapons during backstab is lowered if zombies are alert, but greatly increased if unalert Populated many chunks with forage zone via a code solution: - Forest zones are automatically added to allow scavenging in areas where such zones haven't been placed by the mapper. These zones cover exactly one chunk. These zones are always of type Forest, never Deep Forest. These zones aren't saved. A chunk must not be part of a Nav zone or a Town zone, or an existing Forest or Deep Forest zone. Automatic Forest zones require all neighbouring chunks to have trees BALANCE - Clothes can be washed without soap but it takes much longer - Lacerations can now be bandaged with dirty rags - Increased nutritional value of caught fish - More loot in sewing boxes. - More canning equipment in kitchen (jars/jar lids) - More painting materials in crates. - Increased fingerless gloves spawn rate. - Added more loot to the junk table - More clutter in kitchens. - More loot in sheds (mechanics stuff, saws etc) MAP FIXES Fixes to: Bathrooms with toilets facing each other Doubled up shelves/counters Accidental additional walls Missing windows Missing doors Missing lightswitches Incorrectly placed furniture FIX - Fixed Mildew Spray not being pourablr on the ground - Fixed Tall Fences and Log Walls not being part of cutaway system - Fixed tile with a wall from an intersecting wall not fading away with cutaways - Fixed incorrect timed action on chopping down tree with axe - Fixed floors built on water being invisible. - Fixed rendering floors above water on z > 0.* by tim - Fixed errors loading lua files from mods. - Fixed issues with hoppable seats placed next to walls - transparent walls and jump through-able walls - Fixed fence-lunging zombies hitting players in vehicles - Fixed "Choke Tube Full" making the Shotgun unusable (it set the MinAngle to 1.0). - Fixed sandbag and gravelbag sprite changing to a burned wall when burned - Fixed Character.Debug.Render.AimCone rendering (the angles were wrong) - Fixed save folders and game modes not matching the English UI labels. - Fixed the order of Blow Torch and Welding Rods in metalwork tooltips changing depending on availability. - Fixed vision through windows by adding the transparentN/transparentW flag to all window sprites - Fixed the player clipping through tall fences while climbing over. - Fixed the player not going over a tall fence when starting the climb from too far away. - Fixed fake-dead zombies not counting as "on the ground" when running over them with a vehicle. - Fixed the player shouting when honking the horn when the Shout key is the same as the Vehicle Horn key. - Fixed VehicleCrash1 and VehicleCrash2 sounds not being defined in sounds_vehicle.txt. - Fixed some keys not working after viewing an annotated map. - Fixed missing Stash_MarchRidgeMap6_Text3 translation. - Fixed the JOIN button not being greyed out in the main menu (changed by Zac). - Fixed not being able to attack zombies through see-through carpentry doors (i.e., chainlink gates). - Fixed zombies sometimes facing odd angles when thumping doors and windows. - Fixed wrong angle calcul when aiming at zombies on ground. - Fixed skill magazines not being removed from inventory when used as fuel for barbeques and fireplaces. - Fixed quick stomp when shoving zombie to ground + shove after killing a zed with stomp. - Fixed fences door being more resistant than fences. - Fixed zombies crawling through walls and fences when lunging at the player, after climbing through a window or over a fence.N - Fixed zombies getting stuck in the grace period of AttackState after the player dies (standing with their arms outstretched). - Fixed the context menu sometimes being placed too far away from the hotbar. - Fixed the zombie population renderer not showing buildings in the right column and bottom row of cells. - Fixed player getting double attacks sometimes due to bAimAtFloor switching while an attack animation is playing. - Fixed, hopefully, the Wash'Bloooo' bug. - Fixed sandbox options "attack block movement" not working. - Fixed some weapons (revolver, dbl barrel shotgun..) jamming when they should not. - Fixed media/textures/patches/patchesmask.png getting loaded on the wrong thread. - Fixed not being able to drop individual parts of multi-part furniture items (like beds). - Fixed the zombie "stutter" when going in a room while they're chasing you. - Fixed Sack not being empty (with items inside it) being used to take dirt/sand/gravel. - Fixed red veteran shirt having purple color. - Fixed one of the generic outfit of zeds (one with the long leather jacket) always having white trousers.
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