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The Indie Stone
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About lemmy101

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    Co-Founder, Developer, Ninja

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  1. Question about server settings
    how does Water/ElecShut and Water/ElecShutModifier work exactly?

    I know Water/ElecShut has to do with the amount of days until it shuts down, but no idea what the modifier does exactly.

    Working on the Server Settings wiki page :D

  2. 4 updates fixing stuff like mods not updating, an exploit allowing players to teleport around the map, allowing 32 players etc. That we haven't fixed a loot problem with one set of containers on one part of the map, do you think there's like 500 of us or something? This is the first I'm even hearing of it please give us a chance. We only have a finite amount of people and time.
  3. Yeah a good few of us are British including 3/4 of the directors, so we were aware of this it's set in the US so US colloquialisms rule and it is just extra funny to be called a fanny pack anyway, it seems a rather tame thing in a brutal dark zombie apocalypse to worry about tbh. We've resisted renaming pop to soda still I guess though we'll get to it!
  4. *looks at one of the entries on the 'big nos' haha oh my.
  5. 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
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. 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.
  11. It's something we're not actively promising, and certainly not pre-1.0, but its very much something we still want to do.
  12. 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.
  13. 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).
  14. 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.
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