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lemmy101

The Indie Stone
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Everything posted by lemmy101

  1. IWBUMS 40.41 released! [NEW] New zombie network transmission system. Two circles with radiuses definable in server options: ZombieUpdateRadiusHighPriority (default 25 tiles) - zombies in this tile radius circle from a player will be transmitted to that player every frame, meaning their movement will be smooth and precise. ZombieUpdateMaxHighPrority (default 6) can be used to limit the amount of zombies in this circle (ordered by those closest to the player) that will receive these high frequency updates, so in the midst of the horde only the closest few will be precisely transmitted to clients (the most relevant zombies). ZombieUpdateRadiusLowPriority (default 45 tiles) - zombies in this tile radius circle will be updated to the player infrequently, enough to keep track of their approximate movement, but when low accuracy is needed since they are not close to a player. Uses the amount of seconds defined by ZombieUpdateDelta (default 0.5 seconds) to define how frequently the server will send these zombies. Lower ZombieUpdateDelta values will make them more precise at cost of server load and network traffic. Higher values result in less traffic but more obvious pausing, sliding and glitching. Zombies outside the outer low priority radius will never be transmitted to the client, and will be invisible. Depending on the config and player's resolutions and zoom modes, this may cause zombies not to be visible at a distance with 4k res, or when right click scrolling the view, or when driving a car fast, but is potentially a sacrifice worth taking for a stable and performant server, and this effect can be reduced by expanding the outer radius to suit your own needs. We can look at adjusting the defaults further once we've seen what the server runners go with for their options, as it's hard for us to judge how far we could push it on a 60 player server, so our defaults start off relatively conservative. Out of the box, with default settings, we expect the zombies to have a much lesser load on the server, especially with high player numbers. However players may notice some sluggishness of zombies at a distance, delays in changing direction due to sound, or sometimes small skips and teleports, though zombies close to a player that could risk their lives should not suffer this issue and so any zombie glitches and pauses should remain purely cosmetic. This can be tuned to your own preferences. Depending on your expected server load, if you are running a coop server and want more zombie precision, you can increase the radiuses, ZombieUpdateMaxHighPrority zombies, and decrease the ZombieUpdateDelta. This will create more traffic and server CPU load, so is not advised for high population servers. If you're running a high population server and are having issues with server performance, you can decrease these radiuses, decrease ZombieUpdateMaxHighPrority, or increase the ZombieUpdateDelta to reduce the amount of zombie network traffic and CPU load, which should reduce issues with black bordering and server stalls at the cost of zombie accuracy not close to a player. [FIX] Fixed errors with safehouses.
  2. IWBUMS 40.40 Added missing textures for fractured bones. You now can't splint a chest. Fixed server options not showing Fixed still being able to stack up wooden stairs.
  3. IWBUMS 40.39 BALANCE Added dither circle to weathermask Adjusted non-default sandbox night darkness a bit Added missing moon calcs to climate system, and readded night moonlight coloring FIX Fixed bug in isoregions where a pole sometimes invalidated a region room and rain could get in. Fixed Turkish translation files causing errors when displayed in game. Fixed Safehouse channel being heard by any member of any safehouse, not only by members of a particular one Fixed "plumb sink" not being synchronized in multiplayer. Fixed game sometimes locking up when exiting. Fixed game freezing if player not found. Fixed whisper freeze
  4. IWBUMS 40.38 BALANCE Saucepan can now be used to disinfect bandages. Updated Translations. Added support for Estonian lanugage. FIX Fixed MP climate admin panel broken due to color change Fixed new color config not loading on server Fixed shader still applying some slight coloring when indoors Fixed items remaining equipped after placing traps and installing vehicle parts. Fixed GetTextWithPrefix of non-existant table when a whisper target is out of range. Fixed whitespace being deleted from name in quotes of whisper chat command Fixed some red errors when input regex parts into chat. Small refactoring chat window. Fixed concurrent chat server problem. Chat system is thread-safe now.
  5. This will hopefully be the last! If anyone would be able to give nighttime a test, let us know how it goes on different people's machines! Let us know! NEW Added indoor masking to color exterior when inside, insides are no longer affected by climate coloring. Split climate colors into exterior (shader) and interior (mask) variations. Added config file to initialize colors. Added debug panel to edit climate colors ingame and save config file. BALANCE Highly reduced odds of breaking a windows when trying to remove it at lvl 10 carpentry. Can now sleep on a piano seat. (somehow) Double doors now shown in red if trying to build inside a building. Made it possible to disassemble many more items, including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves. Added chance of success in the disassemble context option tooltip. Adjusted ambient, rendersettings and shader to fix flash/street/car lights. Added minimum values for rain and snow, a very low value as sometimes looked patterny. Changed darkness more variable during weather. FIXES Fixed Steam servers appearing password-protected when Password is empty. Fixed /changeoption server command not accepting empty option values. Fixed foraging never finding anything for admins/mods in multiplayer Fixed vehicle engine sounds not being muted in the menu screen in multiplayer. Fixed empty ChunkObjectState packets being sent in multiplayer. Fixed whisper in chatbox crashes with spaces or slashes Fixed not being able to whisper to some players Fixed being able to build a stairs in the opposite direction directly on top of another staircase. Fixed some disassemble definitions having no 2nd items and giving wrong info. Fixed required skill not being displayed in tooltip when picking up or placing furniture. Fixed drainable items not cooling down when placed on the floor. Fixed custom weather settings not applying for some challenges when loading an existing save. Previously, if you continued a "Winter is Coming" save, you'd get rain instead of snow.
  6. IWBUMS 40.36 BALANCE Rain-barrel context-menu tooltip displays warning if the barrel contains tainted water. FIXES Fixed exception in IsoRegionWorker.loadSaveMap() with Core.noSave=true. Fixed RainParticle.update() not setting lastIntensity. Fixed exception in isoRegion.DataChunk.load() Fixed time disconnected from a server counting towards zombification. Fixed it being possible to trap the char in a car placed between a wall / car Fixed calculation of vehicle container capacity (and other things) based on condition. Fixed vehicle debug repair command not updating container capacity in singleplayer or on the server. Fixed vehicle trunk capacity not changing when repaired in singleplayer. Fixed repairing vehicle parts not updating some stuff on the server Fixed expanded vehicle bounds blocking splitscreen players. Fixed vehicle exits appearing blocked that aren't in switch-seat UI. Fixed empty savefile names and names starting/ending with "." being allowed. Fixed two color options applying when chosen instead of when the Accept or Apply buttons are clicked. Fixed initial value of the Personal Text Color option. Fixed position of the Personal Text Color color-picker.
  7. Hey peoples! It's come to our attention that we don't have many people to call upon for testing or improving joypad related things in the game--having, as you'd expect, very much mouse and keyboard-centric folks in the majority to call upon. We want to improve the joypad controls to the game over the next few builds, and would love to have some people to call on for joypad control feedback who would actually use it as the primary control method for the majority of the time. If you're someone who actually chooses to play with joypad we'd love to hear from you! Send a PM to myself and Enigma Grey with information on how you play zomboid, whether you play joypad purely for split screen, due to preference, or perhaps due to accessibility issues, please let us know!
  8. IWBUMS 40.27 released ADDED Added shake when trying to open locked door Added wind to some left out ferns and plants Moved (previously in right click menu) debug stuff (items list, stash debug, player stats) to the new debug panel. Player launching a game in debug is now automatically ghost/invincible. Added ghost/god mod tickbox in the stats & body debug panel. God mod now also set hunger to 0 (never hungry!) Toned down door shake a bit. Toned down rusle and hit shake for large trees. Wind sways a bit more natural Added random rustles to trees. Added gusty/breezy noise to wind (also applies to rain angle) Changed split wind in 2 sets (trees and low vegetation) Added different sway/bending types for objects Changed big trees to now shake less Added a few minor caching improvements Save the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game FIXED You can now wash the new clothing Fixed reverted fog to non-pack which seems to have caused issue on some machine Fixed max skew for most bendy trees reduced a little Added build/health cheat in the debug panel. Fixed bushes only draw with floor when in a car. Fixed player made door shaking when hit. Fixed too few vehicles spawning in some places. Fixed vehicles being usable through closed doors, fences and walls. Fixed vehicle shadows jittering near zombies. Fixed removing a metal-bar barricade giving a metal pipe. Fixed metal-bar barricades requiring three bars but only using one. Changed bushes now also rustle (visual+audio) Fixed bug that caused some erosion replacements (rocks and twigs etc) to sway with wind
  9. lemmy101

    Sway of Things

    its on the list for build 41
  10. The whole point of last Thursdoid is we're mixing the anim codebase into our main development branch after 40 in a 'shit or get off the pot' move, therefore beyond hotfixes for serious bugs it actually won't be possible for us to release a build without the anims any more than it'd be possible to get flour out of a cake. It may take a long while to get out but we'll be 100% commited to anims being build 41 and 100% of the entire team's focus will be on them. To drag the analogy out there's no way you can ice an unbaked cake so will force the entire team to bake it up first, the entire game will be broken internally until the entire thing is playable with new anims, and before we can resume work on anything else that would otherwise be in an 'in-between build'.
  11. Fraid not - there's just too many items, massive amount of work, would be too costly in performance when people dump 1000s of items on the ground, and would cause issues for mods particularly stuff like Hydrocraft. re: car windows - this is planned, they have interiors.
  12. Not quite - but literally every build ater weather, including animations, is on what we internally call our 'road to NPCs' roadmap which we'll talk about after animations and will be major. There may be quick inbetween builds though depending on circumstance.
  13. IWBUMS beta version 40.18 released! NEW Added new Spiffo survival guide entries about weather. FIX Fixed the lighting color on corpses. Fixed a bug with the screen shader. Fixed an old SpriteRenderer bug, not sure if it hurt anything. Fixed appearance of selected hot/cold items in the inventory/loot windows. Fixed food temperature possibly going above/below container temperature. Fixed some UI layout issues with jumbo fonts. Fixed long strings overlowing comboboxes. Fixed some minor map bugs - light switches, doubled-up TVs, a building with no wall on second floor Fixed using string.match (string contains) instead of stringStart for the item list. Fixed broken chat coammds Fixed rights for chatbox command execution Fixed commands additem, addvehicle, teleport has additional required options -c and -u for coordinates and username stuff Fixed chatbox not remembering last command Fixed small bugs in survival guide
  14. Hi Fenris - some cool stuff to look into here, however our profiling basically shows that while kahlua stuff is relatively slow, it's completely overshadowed by the lua->java JNI calls and even moreso rendering. Will deffo add it to the optimization target list though that's a nice tip and I think it will help.
  15. This is an odd one we're all puzzled by. Main branch on linux ded server hasn't changed since the public vehicle build 15 days ago according to steam backend. but we'd have had more than two reports if this had been an issue since then and its hard to see how it could habe changed to a newer build. We're waiting on testing but are looking into it.
  16. It will be uploaded the moment we're sure there's no show stopping problems, since its much more difficult to update GOG than steam and if there's some serious issue we don't want to mess everyone playing on GOG's game up for days.
  17. Released! Just a quick hotfix to remove the bug where overencumberance could kill you.
  18. Released IWBUMS 39.64 NEW Updated the list of packet names in the multiplayer packet inspector. Game now automatically moves items that are on a seat you're trying to climb onto over to a nearby seat (if available). Pressing ESC in the vehicle mechanics UI will first try to cancel the current action instead of closing the UI. Add damage to player if you're carrying too much (capped so it's not too annoying). Progress bars in item tooltips will display at least 1 pixel if the amount isn't exactly zero. Pouring gas from one gas can into another now updates the contents and weight during the action. Added ScriptManager.FullTypeToItemMap to avoid splitting strings every time items are looked up. Updated car parking zones. Action progress bar now shows above the username, and isn't hidden when transferring items. Added a Disassemble button to the furniture-moving UI (Pick-up/Place/Rotate/Disassemble) (There used to be a Dismantle context-menu command for IsoThumpables; it was removed when the furniture-moving stuff was added, which made it impossible to dismantle stairs or lamp-on-pillar for example. EP has added this ability back in by combining it with the existing "scrap" mode of the moveables feature. This makes it easier to hunt around for objects that can be disassembled by mousing over them instead of right-clicking on each one. FIXES Fixed invalid chunkmap + vehicle coordinates being saved Fixed client setting wrong speed on a vehicle not being driven Fixed client requesting the position of a vehicle it has a valid position for. Fixed sending PhysicsDelay to clients while connecting Fixed PhysicsDelayServer being active Fixed wrong weight calculation in ItemPickerJava preventing some items spawning. Fixed wrong translation being used in quit-faction dialog. Fixed invisible players being pushed by zombies to make admin testing easier Fixed newly-built floors not always being rendered right away. Fixed possible exception downloading map chunks from the server. Fixed television appearing to be powered when it was loaded after the power shuts off. Fixed map UI issues when using a controller. Fixed some dialogs accessed from the inventory window not being closeable using a controller. Fixed police cars not spawning at West Point police station. Fixed backing-up beepers on non-utility vehicles cars Fixed items spawning on front seats. Fixed VehicleDistrbutions.lua and changed to VehicleDistributions.lua. Fixed profession magazines not spawning where they should. Fixed calling ItemPickerJava for every container and not just ones with an overlay. Fixed exception locking/unlocking player-made doors. Fixed double-object furniture giving full material for each object when disassembled. Fixed multiplayer user panel button saying 'Quit' when 'Close' is more appropriate Fixed vehicle horn not being audible to another player inside a building Fixed being able to read while sleeping by stopping all actions before going to sleep. Fixed zombies sometimes trying to walk through walls. Fixed switch-seat UI glitch when selecting a seat a player is sitting in. Fixed sheet rope levitation bug by not allowing barricaded windows with sheetropes so players don't get stuck climbing. Fixed rear seats without door access showing up in the loot window when outside a vehicle. Fixed coloured keys for special vehicles. Fixed missing car collision with some objects. Fixed unlimited character carry size exploit (the one with bags) Fixed zombies not attacking players on stairs. Fixed Thread consuming itself when equipped. Fixed zombies not being able to attack players that were very close to a wall or other obstacle. Fixed pathfind code sometimes treating solid objects next to windows as non-solid. Fixed water bottles on the ground becoming tainted when it rains. Fixed Drainable items not updating their weight in some cases when the contents change.
  19. 39.57 released! Due to some last minute confusion about which build could go out, and the late time I don't have a full changelist. The highlights are covered in the blog though. We'll edit this post with changelists in the next day or so.
  20. vehicle branch has been retired, we're on iwbums now.
  21. Because we knew it was a decently stable build we moved the last vehicle build directly into IWBUMs so yes this is correct. Future ones will have IWBUMs version numbers.
  22. Available on Steam beta branch 'iwillbackupmysave' New Features: Vehicles Er... lots of other stuff to numerous to recall. We'll look into an overview of added features at a later date. Post your bugs over here!
  23. Leo its had frame compensation in the game for years. You still miss the frames you always do and time has always skipped ahead during pauses only difference is there isn't a bug causing the game to slow down after the lost frames.
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