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lemmy101

The Indie Stone
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Everything posted by lemmy101

  1. maybe its too much, but the rationale is its not an 'easy mode' but has much easier combat, so extra zombies added to compensate for the lower difficulty of combat. We can tone it down a little tho.
  2. no controller fixes yet afaik, sorry
  3. Various movement / rotation fixes, hopefully a final Turkish lanuguage issue fix, various other bug fixes and working Brawler and Builder modes - Now treats aiming/strafing as a zero-momentum state, like idle. - Turn180 now uses idleToRun180 instead of runToTurn180 when going from strafe -> run in the opposite direction of travel. - Only blends (with animations) to defaultWalk/Run/Sprint if isTurningAround==false - Uses animation-less transitions otherwise. This prevents the transition anims from doubling up with the turn180s anims. - ZNetFriends continues pinging in singleplayer, possible it's one source of FPS drop - Failed to Poll Device spam should be hidden, may be source of FPS drop for those with Blutooth or other wireless hardawre - Vehicle will continue moving after its tire is burst - Increase quality of Tires on cars to at least 20-30% in Survival mode - Fixed missing bob/bob_idle on Turkish systems. - Fixed AnimationSet lookup bug with Turkish locale ("Idle" -> "idle"). - Fixed EmptyStackException in IsoSpriteInstance.get(). - Fixed player not starting without clothes in AReallyCDDAy. - Fixed custom icons for clothing and containers being lost after reloading a game. - Fixed exception cleaning blood with a Bath Towel. - Fixed exception loading shotguns (or any gun without a magazine). - GrabItemAction transfers multiple items at a time similar to InventoryTransferAction. - Transferring large stacks of items should no longer lower fps. - Fixed losing ammo when creating a sawn-off shotgun. - Fixed resize behavior of the Customize Character screen. - Fixed combining InventoryTransferActions when the source and destination containers aren't the same. - Changed "version 110" to "version 120" in some shaders that use functions in const expressions. - Fixes to MainThread/GameThread crash handling. - A crash in RenderThread no longer locks-up the game. - Uncaught Errors now get absorbed, logged, and an attempt is made to preserve save data. - Added uncaught exception handlers to MainThread, GameThread, and any other internal threads I could find. - Added default uncaught handler for any external threads. - Added custom handler for MainThread, sets bGameThreadExited and signals the RenderThread. - Added custom handler for RenderThread, sets m_isCloseRequested, zaps any waiting queues, and waits for MainThread to save and close. - DebugOptions - Added testThreadCrash mechanism, used to fire a crash on-demand, remotely from AnimZed. - Run -> Strafe -> Run now keeps to a straight line of travel. No longer does the strange arc movement during transition - Strafe -> Run transitions now only use transition anims if at not turning more than 90 degrees. - Strafe -> movement transitions updated to correct targets when isTurning90/Around. - Fixes to odd arc turns during transitioning from walk -> strafe - Fixed Brawler and Builder playstyle options in menu to stop them launching Survivor by mistake - Crash-fix for when getVectorFromDirection is given a null vector.
  4. nope that was in the old anim build before TEA redeveloped the system that led to the build you're playing. Anims exist but haven't been reimplemented into the new system. We hope for during IWBUMs
  5. not integrated yet, still on another branch being worked on.
  6. Forgot to increment the version number and we have reduced devs today due to OMG FINALLY rest time, so forgive the lack of version change. – Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll). – Fixed exception in MouseState with 2-button mouse. – Fixed lua error with climb-through-window context-menu command. – Fixed solidtrans objects next to windowframes-without-windows being solid. – Removed 3D-models and 3D-corpses options to fix invisible zombie bodies. – Removed AutoZombieManager.java which adjusted the number of 3D models based on performance. – Fixed exception with “New Roof-Hiding” = No option that causes black screen outside. – Fixed “welcome to build 41” being off-center. – Possibly fixed rainbow-colored bodies on Mac OS. – Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish (and potentially other) locales.
  7. Sorry to hear this. We're aware of this and are looking into it, hang in there.
  8. yes! Not in yet but I've seen it working in dev branch
  9. Thanks for the feedback we'll get to fixing these ASAP
  10. like build 40, you can hit multiple zombies with one swing, won't get dragged down to the floor and eaten instantly by a group, no boosted rear vulnerability. More zombies to fight.
  11. Brawler is more combat focused, closer to build 40 Survivor is the hardcore brutal mode Builder is more a loot game, less zombies and combat but extra pressure from low loot and increased survival needs like food / water etc. All but Survivor, and that to a lesser extent, probably need heavy balancing still tho
  12. lemmy101

    StreamZed III

    No need for the snark, seriously, I know you're frustrated but we've like pushed expected release to likely around, possibly after Xmas to sometime to the next few weeks, at great expense and some risk, to get this out as soon as possible. The testers having some fun is a good sign as that would be a core factor in us being close to releasing IWBUMs, would you prefer they were all having a miserable time and we were weeks from a release?
  13. lemmy101

    StreamZed III

    The bug with the water is due to the map being made by @Xeonyx before Yuri's water changes, where the shaders that overlay the water don't behave with the unorthadox use of using the water for a fountain instead of a body of water.
  14. lemmy101

    StreamZed III

    high-res wise - weirdly its going to help in almost all cases. Animations currently degrade performance but not as much as it was, and we'll continue to improve as we go.
  15. lemmy101

    StreamZed II

    Thanks! Anims -> Hunting -> NPCs -> 1.0 is the current broad plan, not necessarily 3 builds though, we'll likely phase npcs in over about 3.
  16. lemmy101

    StreamZed II

    Understand, this is just 'a build of a game you're waiting for' for you - this is our livelihood, reputation and future. It's not ready yet, it still needs a few important fixes, and even then it'll still have millions of bugs for you to find in iwbums. We're not releasing it until we're confident it is as close to playable that the reaction from the majority will be positive since a lot of people treat IWBUMs as 'complete' and have been waiting for years for this, and will think nothing of bad reviewing our game out of visibility if on their first play, beta or not, they don't like how it plays with all the changes. We want it out there ASAP and are not holding it back out of some evil sadistic glee, we're holding it back only as long as it takes to get our 'MUST BE FIXED BEFORE IWBUMS' list of serious issues wiped out, and just because you may not have seen these issues in the relatively short time you've watched someone (who had instructions on what to avoid) play doesn't mean they wouldn't cause you and many others serious issues if we released today. We have a LOT riding on this release going down well, we've sunk a TON of money into its development, and we need it to be positive and help push zomboid further out and get attention for something other than horrible bugs making it unplayable. Just because you think you'd be satisfied with it from the streams you've seen doesn't mean it wouldn't go down like a lead balloon and potentially screw us up going forward toward NPCs. We're already anticipating some pushback from some about the Survival difficulty and weightier controls and don't need game breaking bugs risking too much upset after such a long wait. We just need a week or two more to make sure we release the IWBUMs right and that's not going to change.
  17. Yup thanks! We're really proud, only a year to rewrite huge portions of the game is way better than we anticipated, and yes we feel very close now.
  18. Internal tester's quote that I think should relax a few people in here: "I usually bolt to the hardware store in West Point first thing. Couldn't grab much this time before they knocked the door down and chased me out. Very narrowly avoided getting bitten: Survival margins when fighting 3 at once indoors are near zero now. Even 2 can be tough if they both come at you at once! " Also:
  19. " A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly. This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry)" To reiterate, you haven't played build 41. You're comparing it to 40, but as we've stated repeatedly, the entire combat system has been 100% replaced, rewritten from scratch, from what you're playing already, so we're balancing based on that, not what you're currently playing. Where you can get grabbed and bitten at a moment's notice. Where if at any point three zombies get close to you they will right there and then drag you to the ground and kill you instantly? Where any zombie that sneaks up behind you is almost guaranteed to take a chunk out of your neck? Where basically ANY 1v2 fight are not only difficult but ends 99% with you getting a bite the moment you swing at one of them, are unable to move, and the other gets into range during your swing? Without the strafe moving, build 41 was literally about 10x harder than build 40 that you're playing, and everyone including extremely seasoned players in closed testing agreed it was way too punishing and would piss everyone off, and every one of them to a man/woman were celebrating the strafing combat as 'that's the last piece of the puzzle, and exactly what was needed', and you're making judgement calls on balance we're doing to build 41 based on 'it already being too easy' in build 40 - its kinda frustrating as I said above we're considering the ramifications of strafe moving on kiting etc to make sure it doesn't break the difficulty, just provides more scope for players to avoid certain death within their first few encounters. We already stated we're going to ensure that difficulty is not compromised by kiting, we're balancing hit damage, zombie reactions, chance of knockdowns, speed of backward strafing, all manner of things to make sure strafing is not OP. But the game being IMPOSSIBLE to survive for a decent playlength was not good balance either. Our end goal for the balance is it will be deadly to try and fight against 3+ zombies with a start character. But taking on a couple of zombies at once you'll have a chance of getting away alive, and killing a single zombie on its own will be not too bad providing it doesn't get the jump on you. We have a very specific plan for balance and the goal is that groups will be much scarier than they are in build 40, but if we go too far (how it was prior to this addition) it will turn off all but the most skilled players and even those may get extremely frustrated before long.
  20. We'll make sure it's balanced so kiting isn't something that keeps you safe. If by dumbing down you mean 'allow someone to survive more than a day' I'd agree with that no one here has any idea how unbelievably difficult the game is compared to 40 with the rebalanced combat. Thanks for your concern and we'll definitely bear this in mind.
  21. lemmy101

    KatanaZed

    it's been taken out in the short term since it still had serious issues and was disrupting other development, we plan to add it in during iwbums. Unfortunate but there was just too much to resolve and the way it had to be done would have made other dev more difficult.
  22. lemmy101

    KatanaZed

    yeah we literally haven't had time for martin to do custom animation per the hundreds of weapons in the game nor add a decapitation / body slicing system. You want this build out or not? it'll all come in time, just don't expect everything to be unique and custom made to perfection considering how much crap we've had to do, the build's been long enough in development as it is.
  23. Except you are stuck inside the quarantine that people have been evacuated from, where the shit has already hit the fan. Its the rest of Kentucky thats proceeding on relatively normal until the quarantine breaks
  24. lemmy101

    Twisted

    We'd like to, it used to be the case, but there are complications - it may be more feasible once lwjgl 3 is integrated, otherwise you'd have a cursor that was restricted by the FPS of the game, and that would be unresponsive and awful.
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