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lemmy101

The Indie Stone
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Everything posted by lemmy101

  1. 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).
  2. 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.
  3. 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
  4. 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.
  5. yup if there are sufficient trees / plants around and far enough away from urban build up you should be able to forage anywhere
  6. 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.
  7. 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.
  8. NEW - Spiffo's Secret Special Sauce. CONTENT REDACTED. Zoom improvements: - Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures. - Fixes to non-diamond floor sprites' tile seams. - Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out. - Cleanup of sprite shapers. - Added WallOverlay property to some trailer sprites to fix seams (not completely fixed). - Added is-floor property to two flat trailer-roof tiles to fix seams and lighting. - Fixed missing flags on a couple of floor tiles to fix seams and lighting. - Revised Iso sprite padding to reduce overlap and minimize seams. - Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion. - When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look. - When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts - When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering. - Fixed edge-tile seam artefacts on shorelines. Cutaway improvements: - Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0. - Timer now stops cutaways and other visibility/hiding effects flickering - East walls from character on Z=1 levels now work correctly Polished animations when working on vehicles: - Fixed character angle snapping when opening the hood. - Play an animation before the mechanics window shows (while examining the vehicle). - Play animations when adding/removing gas. Display the gas can model in the player's hand when using one. - Play animations when installing/uninstalling parts. - Increased the time to install/uninstall tires. - Ensure the player is facing the vehicle before smashing a window. Temperature system improvements - changed room temperatures to be more accomodating until heating/cooling devices are introduced - fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain - reinstated food consumption for combatting teh cold, but decreased impact severely - toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating - changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes. - changed core celcius recovery faster when trend is moving towards setpoint - changed bodywetness having a slightly stronger impact on heat gain/loss - changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low - reworked and finetuned some parts of thermoregulator - removed hunger effect of Thermoregulator in favor or increased calories intake. Vehicle/Player DB - Players are now saved separately from vehicles. - Players are saved in a file called players.db. Vehicles are still saved in vehicles.db. - The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed. - Added a cursor to choose squares to remove blood from. - Multi stage build now show a plank in player's hand when building. - Added pouring water with watering can (for farming eg). - Take fuel from gas pump now use an animation. - added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings - Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall. - Added sewing kit texture. - Smashed bottle is now a stab weapon, won't do damage to door or trees anymore. - Sync the sound and action of racking a rifle with the animation better. - Added a note in a gun's tooltip when it requires racking to chamber a round. - Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles. - Changed the "wash yourself" animation. - Now possible to recover and repair a weapon used in Spear creation - Increased chance to hit ranged weapon when zombies are really close. - Sprinter zed attacks now slow the player down. - The controller B button toggles sprinting on and off. - Increased time to heal some wounds. - added ability to remove grass and wind effect that appears on street cracks - added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ) - added DeviceData getEmitter for modder purposes BALANCE - Increased spawning of cigarettes on zombies. - Zombies can now spawn lighter, matches & digital watches. - Increased various metal working related items spawning rate. - Increased mouse trap, gardening spray spawning rate. - Chainlink fences are dismantlable, giving MetalBar and Wire items. FIXES - Fixed sprinter zombies running through the player. - Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice - Fixed the clothing dryer being plumb-able (removed waterPiped property). - Fixed race condition leading to an exception when starting up the game. - Fixed pistol spawning without a magazine in the last stand challenges. - Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level. - Fixed fishing line always breaking when catching something. - Fixed foraging action not auto-repeating if nothing had ever been found in that area. - Fixed which animation plays when taking dirt/gravel/sand with a Trowel. - Fixed bottom-right quarter of the screen not being painted black with three coop players. - Fixed broken spear remaining in the secondary hand after it breaks while fishing. - Fixed some "require xyz failed" error messages. - Fixed water-related rendering exception. - Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall. - Fixed lighting on floor blood splatters again. - Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping. - Fixed the forage animation only affecting upper-body bones. - Fixed AxeMan trait not affecting animation speed when fighting or chopping trees. - Fixed saw logs not defering lower bones. - Fixed grab items (right click on item -> grab) not using any animation. - Fixed lua exception when a zombie's clothing is destroyed by a player's attack. - Fixed vehicle headlights starting too far in front of the vehicle. - Fixed overlapping text in the inspect-garment ui. - Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles. - Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle). - Fixed players climbing through windows over obstacles and then onto water. - Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes. - Fixed the Riverside hotel swimming pool having sand around the edges. - Fixed missing ParkingStall zones in cell 33,36. - Fixed some TownZone not being Nav zone in cell 33,36. - Fixed (again) player getting stuck aiming after their weapon breaks. - Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame. - Fixed a bit of lambda-related garbage creation in StateMachine. - Fixed not being able to 'clean' dirty bandages/rags with contaminated water - Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h - Fixed clothes instantly becoming "slightly dirty" after just being washed - Fixed some walls & cars giving you 0% bonus when sneaking behind them. - Fixed ClimbThroughWindowState bug with zombies. - Fixed molotovs disappearing if the attack is cancelled. - Fixed exception when climbing over a fence with fire nearby. - Fixed players catching on fire when inside a vehicle. - Fixed not being able to rack a gun with a magazine if no round is chambered already. - Fixed not being able to repeat-fire rifles from vehicles. - Fixed racking handgun/revolver/shotgun (added rackBullet event) - Fixed random corpses always facing the same direction. - Fixed some story-based corpses clipping with furniture. - Fixed see-through floors blocking vision to other levels. - Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33). - Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons, as could already be done using the E key. - Fixed overlapping debug text in the health panel. - Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33. - Fixed VehicleType static tables not being recreated after reloading lua files. - fixed automated broadcast generating frequencies that werent being able to be tuned in manually - Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories) - Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side. - Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound. - Fixed mannequins facing the wrong way. - The application's main thread is now the RenderThread. Previously, the render thread and game thread were started and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread, so I'm not sure why that hasn't been a problem before. - Create texture mipmap data on the asset-loading threads instead of on the render thread. - Tried to reduce the long delay after clicking "Click to continue" the first time.
  9. Turbo looked at the save. The window below you there is a broken window with purely a curtain covering it.
  10. lemmy101

    Connalldoid

    Not sure yet but connall will still be around to make sure there's a smooth transition - and from what he says, he'll prob still help out some as a community member, time permitting.
  11. What do you mean I couldn't? I did. We implemented unrestricted movement during strafing and everyone in the team was happy about it (build 40 and prior btw, there was NO movement during a swing), I was giving it a play, and then I noticed and was like 'oh shit' and posted a video in the private dev chat of me killing hundreds of zombies by holding backward and hammering the left mouse button, saying 'oh shit we need to sort this'. And we did by putting a small slowdown during the swing. Player strafe speed = X Zombie speed = Y if X is bigger than Y then infinite kiting is possible, and that's a problem, the brief pause is just enough to make it possible for zombies to catch up to you WHILE you are swinging and strafing. It's not just that its possible, maybe practically you'd stop at 40-50 zombies instead of 200, but that doesn't make the situation better - it's that it turns combat into the same experience every time. Find a horde, get them all following you, back up strafe, wait until the conga line reaches you, swing, swing swing, back back back, swing swing swing. Leave a trail of bodies along the floor and thin out or exterminate the horde with little concern. Get tired or no, this isn't a fun gameplay design and after 8-9 years of designing this game, I'd like to think you'd take our word with some remote level of trust on that.
  12. The vast majority ARE finding it enjoyable and playable though. Almost every review, or comment about zomboid outside this community is 'you need to play 41 it makes the game 10x better' type stuff, I appreciate people in this thread's perspective but if we tightened up the controls to 40 level, we'd end up with horde killing and the game being too easy (as well as kill off the visual improvement the animations bring), which would make the game worse for orders of magnitude more people than are finding issue in this thread. We've already tightened up the controls before and during IWBUMs as far as its humanly possible to without reverting the animation system, to the point that it seems to hit the spot for the vast majority of people, but we can't go further than this without hurting the game severely in other ways for what is a minority of people who still take issue with the responsiveness (responsiveness I should point out that must be like 5-6x faster response time to input than some AAA stuff like RDR2, we've already squeezed as much out as possible and compared to us RDR2 is the one where a character moves like driving a boat) A lot of this stuff has been suggested without the knowledge that we HAD this stuff in testing, and purposefully removed or nerfed it. The 'Should be able to walk backward faster' thing is fair enough in principal to assume we need to add. But we literally had 100% unrestricted strafing during combat, and that seemed great until I realised I could kill 100-200 zombies with zero effort purely by holding backward and hammering LMB. Just doing that you could disperse about 200 zombies, the only consideration and risk being looking around every so often to make sure you don't back into a zombie. That's not a combat system, that's broken and would have been an exploit everyone used, people would be surviving years and have zero fear of zombies, combat would be boring and broken, and so we added the slow down during swing purposefully to fix that. This applies to most of the suggestions in here, it's the way it is for a reason after the months of testing the game has had prior to these posts, and for the majority it seems to be in a good place minus a few bugs.
  13. Yes this is required. Without it the game difficulty plummeted to near zero its already been balanced around making the combat difficult. We could look into a sandbox option to disable it perhaps, but trust me we've been through this whole process and that was specifically added to avoid players being able to horde kill with it.
  14. PLEASE NOTE: ZOOM BETA IS NOW LEGACY The current Zoom beta is a Zoom-enhanced version of 41.28. It will contain bugs such as one with cutaways not working. The zoom beta channel will be left open until all players have transitioned back over to the IWBUMS beta. NEW - ZOOM beta merged in - crisper visuals and improved performance for low spec systems - Added a cursor to help select which tree to chop down. - Added a horde manager UI in debug - Added sandbox options "Vehicles Story event chance" BALANCE - Removed damage from driving over small trees and bushes. - Reduced the slow-down from driving over small trees and bushes. (May be one or two types we've missed) - Tiny saplings no longer make you fall when sprinting. - Updated community translations. - Made lighting on dropped weapon and hat models less bright. FIXES - Fixed some strangeness on older Macs with the new models (Apple crew! Please report in! Do we have you back?) - Fixed cutaways failing on NW wall corners. - Fixed issues with cutaway system failing completely sometimes. - Fixed lua error taking a key from a killed zombie. - Fixed zombies getting updated after being removed from the world. - Fixed not being able to attack prone zombies if there is a zombie standing nearby behind a closed door. - Fixed the aiming outline not appearing sometimes. - Fixed timed action stop() method being called if the action was interrupted during waitToStart(). - Fixed the missing patio floor in the Riverside restaurant. - Fixed collision detection with trees and bushes. - Fixed some typo (Tshirt -> T-Shirt). - Fixed tailoring XP exploit when removing patch multiple time. - Fixed "Tiered zombie updates" option not saving. - Fixed garbage creation related to clothing item lookup - Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes. - Fixed scavenge and fishing layout with different-sized fonts. - Fixed north-west corner tiles not cutting away. - Fixed off-center chop-tree indicator image. - Fixed ISEquipWeaponAction not completing immediately if the weapon is already equipped. - Fixed the render thread calling AnimationPlayer.getRenderedAngle() in some places. Added pooling of AnimationPlayer objects. - Fixed controller issues in the foraging and fishing ui. - Fixed vehicle save issues by doubling the size of the ByteBuffer used to save vehicles from 64KB to 128KB. - Fixed IsoZombieGiblets never being removed from the square they are on. - Fixed closed curtains not being visible from the outside. - Fixed being able to click on curtains to open/close them from too far away or when outside buildings sometimes. - Fixed iso cursor being visible when using a controller. - Fixed the player getting stuck in the aim animation if the weapon breaks while attacking.
  15. as we've stated multiple times ,- you'll know WELL in advance of an iwbums build it'll have multiplayer in it. We'll have showed videos on thursdoid, and have been talking about for like a month of thursdoids, having public tests on a single server to debug and profile, then a separate branch, before it ever hits IWBUMs people will be playing MP, and before people have played MP on their own servers, there will have likely been 2 or 3 very advertised load test events where we have a single server up for people to join. If your heart is skipping a beat when you read IWBUMs thinking we're going to randomly drop: * added multiplayer into it, you're setting yourself up for a disappointment every time. This isn't a bug fix, its a HUGE low level rewrite of the game's multiplayer architecture, and undertaking that'll be likely more a headache than the zoom branch has been to get finalised to merge into iwbums.
  16. NEW - Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds.\ - Accompanying the above, added 'tiered zombie update' options (enabled by default) that will update zombies at a distance / out of sight less frequency so hordes will be better fps. - Some fixes to address attack cancelling. Let us know how it plays. - added Automated Emergency Broadcast radio channel - Made rain a bit softer, and when indoors cut alpha in half - Added option to disable rain indoors completely - added multiplier option for text remaining visible radiochannels - added computerize scrambler to zomboid radio - Updated community translations. Improvements to Foraging UI: - Now displays a list of items found, with their textures. - UI is more transparent. - Cancel button now only cancels the current action. - Added a close button to close the UI. Improvements to Fishing UI - Now uses same UI model as Foraging - You can select rods/lures - Can select bags to put caught fish in (as with Foraging). BALANCE - Increased sneak bonus when behind certain fences FIXES - Fixed lua error pressing the Craft All button when items are in bags. - Fixed a rounding error that prevented items with 0.1 weight being moved in multiples. - fixed RuntimeException when having Campfire going inside of a building - fixed RuntimeException when picking up TV - fixed InvocationTargetException when picking up a Barbeque that is burning (bbq can now no longer be picked when burning, too hot) - fixed NullPointerException + Game crash after driving from WestPoint to Muldraugh (RVSContructionSite) - fixed Fastforward through Helicopter event causes to go on for a couple of days - Fixed being stuck when the fishing rod break while fishing. - fixed night color not being applied - fixed open doors cutting weather mask when not visible - Fixed inconsistency with where items are dropped depending on whether the item was dragged from the inventory window, dropped via the context menu or Drop button, or automatically dropped (for equipped corpses). - Fixed the loot window not updating when corpses are dropped sometimes. - Fixed the inventory and loot windows placed at the bottom of the screen being in a different location after reloading, if they were resized to less than the default height. - Fixed being able to rip clothing that requires scissors if other clothing is selected that doesn't require scissors. - Fixed roofs not keeping the player dry if there aren't enough walls to make a room. - Fixed garbage creation related to clothing item lookup. - Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes. - Fixed scavenge and fishing layout with different-sized fonts.
  17. We'd always credit and get permission before doing that, its possible though if a mod does something people much request, we'll end up doing it ourselves. What change do you mean in particular?
  18. 41.27 Changelist - Reverted (for now) the attack cancel fix while we work out a more elegant solution for next week's patch. - Added missing Melee Movement Disruption option to sandbox options. Changes to Foraging UI: - Fixed some typos. - Forage Action wil now continue until you stop it or the zone is empty. - Show current zone's loot abundance - Only one instance of UI can be opened. - Lowered amount of stones found. - You can now select one of your equipped bags to directly drop foraged items into. If bag is full, it will go into main inventory, or ground. - Fixed items in bags not being used when doing carpentry. - Changed "Drop items near square center" default to false, so items are dropped under the player's feet as before. - Fixed not being able to click on carpentry containers to display their contents in the loot window, if the container was more transparent due to being in front of the player.
  19. NEW Revamped mod system: - Updated the Mods screen. The mod description is displayed for the selected mod on the right side of the screen, instead of in the list of mods. Other details such as the ID, Workshop ID (if any), installation directory, and any posters are displayed on the right. - mod.info can have multiple poster= lines to specify multiple images in the Mods screen. - mod.info can have multiple description= lines which add to the total description. - The New Game screen has a button to choose which mods are enabled for the new game. - Each savefile has its own list of mods saved in a file named mods.txt. mods.txt also has a list of map folders that is used in cases where parts of different maps overlap each other. - The Load Game screen displays the map folders and mod names used by the selected savefile. Since old savefiles do not have a mods.txt file, all currently-enabled mods are used when loading an old savefile. After loading an old savefile for the first time, the mods for that savefile cannot be changed, except by editing or deleting mods.txt. The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt. This file contains the default set of enabled mods that will be used when creating a new game. The default mods can be overridden when creating a new game in the New Game screen. default.txt also contains the list of map folders that was previously saved in options.ini (the old "mapOrder" setting that was used to deal with overlapping maps). If there are no map-overlap conflicts, this list of map folders is empty. - Added bBeingSteppedOn IsoZombie GameVariable to test if a player (or zombie) is standing on a prone zombie. Originally I was going to use this to prevent fake-dead zombies turning over when the player is standing on them.Prone zombies won't stand up if another zombie is standing on them. Changes on character creation: - Can now save/load outfit (clothing, m/f, name) - Can now select texture when item using multiple texture but no colors (jeans comes in 3 colors, but a random one was choosen everytime). - Tweaked washing clothes at sinks: - Clothing is washed one item at a time. - Items are washed in order from least-bloody to most-bloody when Wash > All is chosen. - Context-menu tooltips display the required amount of soap and water. - The correct amount of soap and water is used. - Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows. The default is Shift. - The "Walk To" context-menu command displays a cursor to specify the location to walk to. This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier. - Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight. - Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks. - Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred. - Animation now plays when transferring items between main inventory and equipped bags. - Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed. - Updated community translations. - Added a nag panel that pops up the first time the user tries to access the Mods screen. - Added the word "ERROR" to the little red box of doom. - Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea! - Overlays updated BALANCE - Limited the forces applied to vehicles when driving over corpses to prevent liftoff. - Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing. - Added mouse trap in kitchen random distributions. - Forbid building barbed wire fences without a connecting fence post or barbed-wire segment. - Color palette at character creation now doesn't heavily favors shades of pink and green over others. - Flint knife now has crafting recipe - Now possible to recover and repair a weapon used in Spear creation - Stomp with fractured thigh/shin/foot now affects stomping accuracy - When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range. - Allow the player to drop items while moving, to avoid unfair deaths - Changed Screws weight to match Nails. - Changed IsoGameCharacter.maxWeight from Integer to int. - Reduced the damage to headlights from hitting zombies. - Added more attack prediction for the standing/on ground zombie detection. - Moved Tailoring perks from Survivalist to Crafting sub category. - Changed Flint knife to Stone knife (using a sharped stone). - Increased Digital Watch spawning rate. - Lowered chance of some helmet removals. - Can now attach meat cleaver to the belt. - When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it. - Lowered general condition of car spawning in house stories. - Renamed Key in House keys. - House key can now spawn in kitchen counter. - Fireman in burnt house stories now spawn a firemen vehicle. - Added Drink from pot anim. - Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...) Some changes on Foraging UI: - Foraging now doesn't close the UI. - Added progress bar on the UI when foraging. - Items gathered will be displayed on the right. - Can now filter on "fish baits". - Animals filter still get all the fish baits too. - Worms can now be found at level 0. CUTAWAY FIXES Cutaways - [Bug] Can't see character through some objects Cutaways - Can't see inside of a house through a window facing top-right Cutaways - Cut-away walls plop back up when trying to open a window, even when unsuccessful. Cutaways - Hide the eaves on roofs when entire building is hidden/transparent Cutaways - Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0. Cutaways - Wall cut away system not hiding enough of player-made walls Cutaways - Wall cut out issue when near window FIXES - Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options) - Fixed player animation lockup when gun breaks after firing it. - Fixed blob corpses in McCoys and Prison zones. - Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world. - Fixed the wrong HurtSound being played for zombies after male/female swap. - Fixed reversing over corpses not playing a sound. - Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.) - Fixed snapping in farming actions due to wait for turning to finish before playing the animation - Fixed the player taking damage from heavy loads when resting, sitting or sleeping. - Fixed vehicles taking fall damage each time they were loaded. It didn't happen every time, possibly only when two vehicles were touching. - Fixed issues with targeting windows and shooting zombies through windows. - Fixed failing to load models with capital I in the filename using the Turkish language. - Added 'world' attachments to more weapon models so they are centered and lie flat in the world. - Fixed zombies farther away than 10 squares having a negative chance to spot the player. - Fixed not being able to build barbed-wire fences in one direction. - Fixed zombies thumping fence posts. - Fixed fake-dead zombies sometimes appearing naked until the player gets close. - Fixed no wait for turning to finish before starting ISBuryCorpse. - Fixed inventory items displaying the timed-action green highlight after actions finish. - Fixed the player continuing to move while sleeping somtimes. - Fixed lua error after clicking Continue after the last-played savefile has been deleted. - Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar. - Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles. - Fixed not being able to remove a clothing patch without having patch material in inventory. - Fixed clothing tooltip using the wrong player in splitscreen. - Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games. - Fixed texture-filtering issue that affected scrollbars and the debug console sometimes - Fixed being able to drink from a Washing machine - Fixed not being able to put a corpse in a grave without a shovel - Fixed fresh, frozen ice cream having negative boredom / happiness values for some inexpiable reason - Fixed Hats held in char inventory (not worn) also becoming wet/soaked - Fixed translations for new game modes not being used in Load Game ui and post-death text. - Fixed zombified players not standing up due to other zombies standing on them. - Fixed game-mode translations not being used in a few places. - Forbid digging graves above ground level. People could put dirt on a roof then dig a grave in the roof. - Fixed dragging items from a bag to the floor not unpacking them first, as was done when clicking the Drop button. - Fixed military fences being climbable when facing south or east. - Fixed new bandage items being added each time the game is loaded, resulting in bandage models not being removed. - Fixed higher engine quality lowering the chance of starting a vehicle. - Fixed colder weather increasing the chance of staring a vehicle. - Fixed vehicle engineQuality sometimes being less than zero or greater than 100. - Fixed rendering of lightswitches, shelves, and other objects that are on the south or east side of a square. This also fixes rendering of doors that swing open the opposite way of most other doors (double-doors in Westpoint Gigamart and church for example). - Fixed placement of sheets on doors that open the opposite way from most other door - Fixed cutaway outline for window frames that have no window (such as carpentry window frames). - Fixed not being able to build doors on a square a player or zombie is standing on. - Fixed metalwork not using items on the ground. - Fixed metalwork not equipping a non-empty Blowtorch if an empty Blowtorch is equipped. - Fixed non-empty bags being allowed but not being used when doing carpentry (creating a rainbarrel for example). - Fixed Torch and Rope items on the ground not being allowed when creating Lamp-On-Pillar. - Fixed tooltips blocking mouse movement over context menus. - Fixed properties of some light switches (attachedE, attachedS). - Fixed properties of some overlay sprites in tiledefinitions_overlays.tiles. - Fixed clothing on zombies and on the ground not getting wetter in the rain. - Fixed unnecessary reading of directory contents when looking for mod.info files. This slowed down activating mods for the first time. - Fixed water effects animating while the game is paused. - Fixed lua error when creating a splitscreen player. - Fixed player being able to walk through compost bins by making them solidtrans - Fixed characters pathfinding through Lamp-on-pillar by making them solidtrans - Fixed log walls not being transparent like tall fences. (not LOS transparency) - Fixed the savefile picture not updating after playing then quitting to the main menu. - Fixed DebugOptionsWindow being taller than the screen sometimes. - Fixed being able to sneak run/sneak run low when having foot injuries. - Fixed making stakes not giving woodwork exp. - Fixed being able to remove battery while the car engine was running. - Fixed drink from bowl. (drink from pot anim is coming!) - Fixed drinking from popcan having timing issue. - Fixed duplicate bandage models and body-damage models being applied to zombies sometimes. - Fixed a zombie snapping upright after hitting it after it climbs over a counter. A zombie will still snap upright if it is hit while it is still on the counter. - Fixed replaceOnUse/replaceOnDelete not setting favorite is the previous item was favorite. - Fixed destroying stuff not having a calories modifier. - Fixed riverside garage missing their loot table.
  20. They get seen, they get logged, we have an internal bug db, sometimes they take a while to sort out, or dev time is going to more serious issues, or quick 5 min fixes over more complex ones.
  21. NEW Added zombie turn alerted When climbing through a window and a zombie blocking it making you fall back into the house, zombie will emit a sound so you know it's there. Can now shoot at windows (they'll be highlited if in range/direction). Zombies now won't get up if a player is standing on top of them. Game now detects when zombies have been walking-on-the-spot for several seconds, then stop moving. Groups of zombies attacking vehicles now coorindated better to avoid them endlessly walking into a vehicle they can't possibly reach. Added prediction for melee combat. If you're attacking a zombie that is lunging toward you, we increase virtually the range of weapon to detect an attack, this should make the "miss" animation play way less often when you actually will hit the zombie. Drivers now look behind them when the vehicle is moving in reverse. This fixes players not being able to see the vehicle they are in when reversing into unseen areas. Drivers and passengers may look around by holding the Aim key or the controller right-stick when windows aren't opened. Control-mousewheel now cycles between containers in the inventory and loot windows when the mouse is over the items list. - Quality-of-life improvements to taking dirt/gravel/sand. 1) The most-full bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu. 2) A cursor is displayed for picking locations to take from. This allows the player to click four times in a row to fill one bag, instead of having to right-click and choose the same action four times from the context menu. - Quality-of-life improvements to pouring dirt/gravel/sand. 1) The cursor displays a green or red outline to make it easier to see. 2) The first non-empty bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu. BALANCE Reduced damage done by falling from 2 storey windows. Fixed being underweight/very underweight causing immediate death when falling from 2nd storey windows and over encumbered. Allow lunging zombies to climb over fences and through windows instead of walking-in-place into them. Agoraphobic/Claustrophobic are now mutually exclusive. Increased hemophobic points given to 5. FIXES Fixed no zombies sandbox options still spawning zombies in vehicle stories. Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle). Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound). Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState). Fixed two multithreading bugs. Fixed not being able to attack after closing a map when using a controller. Fixed Transfer All moving hotbar items. Fixed Hemophobic stress increasing faster at higher framerates. Fixed the player getting stuck in the fishing state if they performed other actions while fishing. Fixed driving through forests is bumpy even when wood floors have been placed. Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house. Fixed blocked buttons in the New Game screen after deleting the last savefile. Fixed not being able to take water from puddles if Dynamic Skybox = No. Fixed plumbed sinks taking water from puddles. Fixed Lock framerate = Uncapped not being saved. Fixed BodyPart.RestoreToFullHealth() not stopping bleeding. Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player. Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y). Fixed passengers seeing the "B for Brake" prompt when using a controller. Fixed DebugChunkStateUI not updating the display when selecting new squares. Forbid using the name of an existing directory when creating a new game. Forbid entering various invalid characters in the savefile field when creating a new game. Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered. Fixed not spawning zombies eating corpses inside rooms. Fixed spawning zombies eating corpses in a room when zombie spawning is disabled. Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center. Fixed blood splatter causing bushes and trees to rustle. Fixed not being able to walk off the floor in all directions after building a new staircase. Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only).
  22. NEW - Change the color of non-icon buttons when clicking them for visual feedback. - Removed Tutorial from main menu. Added new sandbox loot options: - Canned food, Medical, Mechanics, Survival gears, Ranged weapons, Ammo, Literature. - When loading a previous game, these new loot modifier will be based on existing one (so ranged wpn/ammo will take weapon modifier, the others will take "Other" loot modifier) BALANCE Zombies have less chance spotting the player during night (it was already there, but happen only during really dark night, lowered the threshold a tad) Halved the odds of jamming a gun Growing hair now take 20 days instead of 30. Balance weight of some clothing. Burglar profession can now hotwire vehicles & have less chance of breaking lock when opening windows. Hard of earing now gives 4 points (from 2). Increased ThickSkinned cost to 8 points (from 6). Increased ThinSkinned points given to 8 (from 6). Some weight related traits now reduce fitness. Weight related traits have now a bigger impact of chance to fail climbing big fences. Nightowl fixed, now works properly. Being Hemophobic and having blood on your on your clothes now slowly increase panic. More forgiving about the direction the player is facing when auto-vaulting over fences. FIXES - Temp fix for Kingsmouth hanging while saving. The island is surrounded by water, preventing the game from finding any path to respawn zombies. - Fixed fake-dead zombies in House in the Woods challenges. - Fixed walls flickering on fast-forward. - Fixed zombie skins changing at random. - Fixed belts etc not drying over time when worn. - Fixed missing zombie footstep sounds for slow-moving and sprinting zombies. - Fixed IsoGameCharacter.DoFootstepSound(String) volumes being ignored. - Fixed sprinter zombies lunging at full speed through trees and bushes. - Fixed animation and turning issues when performing medical actions on a splitscreen player. - Fixed bandage models appearing on the doctor rather than the patient in splitscreen. - Fixed rapidly clicking a button ignoring every second click (buttons were ignoring double-clicks). - Fixed Frying Pan model rotation when on the ground. - Fixed Revolver & dbl barrel shotgun getting hammed - Fixed invisible bandage (used to apply bandage model to player) weighting 1.0 (now it's 0). - Fixed sometimes bandage model not being removed (e.g when getting bite). - Fixed zombies attacking while still turning to face the player. This was most noticeable when the player was sitting in a vehicle; a zombie would walk to the vehicle's window, then attack as it was making a 90-degree turn. It could also happen when opening a door with a zombie behind it, or walking around a corner into a zombie. - Fixed inventory-context-menu command "Move To > Floor" moving items to the player's inventory but not dropping them on the floor. - Fixed NullPointerException in IsoMovingObject.checkHitWall() when adjacent chunks haven't been loaded. - Fixed playing the player's hit-reaction animation after exiting a vehicle. It looked like the zombie hit the player from the other side of the vehicle. - Fixed the player dying twice sometimes while getting dragged to the ground. - Fixed multiple issues with zombies knowing the location of players for a period after losing LOS - Fixed zombies seeing the player behind them as soon as they heard noise from the player. Now they don't see the player until they have turned enough. - Fixed metalworking actions failing because the Welder Mask can't be equipped in the hand anymore. Now it is worn. - Fixed ground attacks hitting doors, trees, etc. - Fixed a bit of debug code blocking the main thread every frame. - Fixed ISInventoryTransferAction failing if the item is already in the destination container. This fixes not being able to put gas in a vehicle when the Gas Can is in a bag to begin with. - Fixed duplicating items exploit involving corpses. - Fixed NullPointerException in ThunderStorm when the player's current square is null. - Fixed players getting blood on them after shooting zombies from a distance. - Fixed VehiclesDB not reporting many save/load errors. Now it uses the little-red-box-of-doom. - Fixed multithreading bug with the player/vehicle database. Existing files with already-corrupted vehicle data will repeatedly throw exceptions. - Fixed VehiclesDB throwing exceptions repeatedly if BaseVehicle.load() failed - Fixed NullPointerException in IsoPuddlesGeometry. - Fixed VERSION=1 not being written to keys.ini in some cases
  23. 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
  24. no that's just bad spelling in our code. its consistently badly spelt though. so it doesn't matter
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