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Zorak

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    Zorak reacted to nasKo in 2022 and Beyond   
    Howdy survivors! Another crazy week for us, we’re still in a bit of a daze!
     
    Just a few more days until the entire team are back together after the various international holiday periods have all come to an end, and we’re looking exceedingly forward to fixing up a few of the big issues that have come out in the wash since the MP launch. You can read more about them in last week’s blog here.
     
    So the big question, now 41 is out there, and after the remaining MP issues have been fixed up, is what comes next?
     
     
    Two Team Release Schedule
    Going forward, now the behemoth that is Build 41 is increasingly looking to be in our rear-view mirror, we are going to structure the internal game’s development into two distinct teams (With General Arcade continuing in the meantime on improving MP, optimizing the server, increasing the player count and other MP related tech)
     
    First, a little bit of a teaser!
     
     
    (This is a fairly old internal video, created as a working proof-of-concept of various aspects of our NPC tech. It’s also not necessarily canonically accurate anymore. It was built to echo our earliest tech demo, but this might not be the start point we take with narrative in future, even if the characters would still be familiar.)
     
    It’ll have been no surprise to anyone who read the interview in which Lemmy dropped some major Thursdoid spoilers that one of those teams is going to be focusing exclusively on NPC development from this point on. We’ll also be able to talk about it (not necessarily every Thursdoid, but certainly no longer in a vacuum), rather than work away in secret due to our ‘only discuss what’s coming next’ rule we instigated after a few instances of talking far too early about stuff.
     
    Long ago we stated (informally on a forum post) our planned features for future builds, starting with hunting for build 42, and then numerous NPC builds for build 43 and onward.
     
    However, many changed circumstances and much ponderings later, we’ve decided that this is not the best approach to take. First of all, its very clear that human NPCs have long been the most requested feature that is still outstanding, and the source of most of the frustration and bad feeling from those who consider the game to still be incomplete.
     
    Not only this, but in slightly more selfish reasons, a big reason for not being comfortable with hunting and pets being first, is they are still NPCs and would necessarily leverage all the technology we’ve being working on for years at this point.
     
    We have such amazing and peskily talented modders out there, we know fine well that as soon as we released this tech within their grasps, we would end up seeing extremely powerful NPC mods appearing, using our NPC tech heavily, before we had the pleasure of seeing this hard work paid off with our own NPCs.
     
    It may be the initial build still contains hunting and wild animals, they ARE NPCs after all. It may be they drop into a subsequent build or later on in the unstable beta cycle, its not clear yet for reasons we’ll discuss in a bit. But the next BIG thing will be NPCs and we’ll have a dedicated team working toward this goal going forward.
     
    However, NPCs will still, technically, be build 43. This is because we’ll be running a second dev team exclusively on a quicker, less risky yet still super cool content patch before the NPC work is complete, and then ongoing alternately between the other NPC patches to keep the content train going.
     
    Behold this fancy graphic we cooked up! Now that we’ve blown up a bit we need some fancy graphical charts in our Thursdoids!
     
    Hopefully the chart shows that, in very real terms, NPCs will be coming out as quickly as they can, uninterrupted, and the other builds are there to help bridge the gap. No build will ever take as long as Build 41 did, it was a practical rewrite of large portions of the game, but nontheless NPCs will take time to emerge, and we don’t want to leave the community without new content in those waits.
     
     
    Build 42
    There is still a lot of polish and fix work to do on 41, primarily for the MP team but also with a side-salad of bug-fixing issues in both online and solo.
     
    Beyond this, however, is a much ‘smaller’ but still extremely cool update that’ll drop before NPCs, that will release during the push toward an NPC release.
     
    I say ‘smaller’ only because no major functionality or new fundamental systems, and it will be more a balancing and content patch while NPC team’s work is underway. However it will still be pretty beefy in terms of what it brings to the game.
     
    It will serve several important purposes:
     
    1) To balance a lot of the existing mechanics, particularly in relation to traits, professions, skills and other areas of the game that have been neglected or suffered some degradation during the years of development since they were introduced. Balancing traits and professions, medical system, and other stuff where it comes down to essentially tweaking numbers to make more builds viable or close up ‘free points’ exploits in character creation. Loot balancing and anything else that’s an easy balance but will help improve the game also fits in here.
     
    2) To begin the expansion of the ‘tech tree’ of the game significantly to provide a more rich end-game experience. While until NPCs exist, some of this may be slightly less impactful on single player (though we’re sure will still add a lot of potential), it will significantly improve the MP experience by servers being less pressured to wipe or have loot respawning, providing players and communities ability to create more items that at present can only be obtained through looting.
     
    While we may not hit this spot in our first build, our ultimate goal is to provide significantly extra crafting potential to allow players to effectively create a post-apocalypse nu medieval community, to provide plausable alternatives to any of the lootable items in the game that would logically be plausable with the correct skills and resources so players don’t feel pressured to restart the early game repeatedly to get long term fun out of the game. Want to be the person who makes clothes and sells them to a neighbouring settlement? Build brick walls and create something that resembles an actual house? Maybe even build a windmill? Who knows.
     
    These are all examples of things we could do here, and may not all appear in Build 42, but hopefully our intended direction is clear. Ultimately to build up to the point that Alexandria / Hilltop / Kingdom style communities can form years after the apocalypse, giving more incentive to keep playing and building on existing worlds instead of intentionally replaying the early game because there is no real late game.
    All this would be a time sink and require a group effort and wouldn’t be compulsory for those who prefer to just die repeatedly in the early apocalypse days, but the hope is to allow for a much greater level of community building, and facilitate trade and potentially years of stories and rich history from within a single world, be it NPC populated or an MP server, spanning numerous player lives (so it can still be the story of how you died).
     
    These professions and expanded tech trees would be heavily gated and require specialization, often in case of the more complex crafting paths requiring pre-apocalypse skills that while it’s possible, are extremely difficult to attain to high levels after the apocalypse without a character specced toward them. We long ago ‘nerfed’ a metalworking system that was added to the game due to the implausibility of some random survivor crafting spoons and katanas in the apocalypse, however we’ll be expanding this again to include better items available through sufficient mastery and enough plausibility with the character build.
     
    We’ll increase the amount of recipes that’ll be unlockable within the world through books, magazines or VHSs, and try and accurately model more advanced and multi-tier crafting professions to allow survivor communities to thrive and provide much more diverse activities for players who like to stay in the safehouses.
     
    Finally, and vitally, we’ll be introducing the concept of ‘crafting surfaces’ to further restrict where some crafting recipes can be used. Some more complex recipes will require specific tables or equipment, some will just require a table or surface of any kind, while others can be carried out in your hands with no surface at all.
     
    This will add an extra level to the crafting, as making a place suitable for crafting the more complex multi-stage recipes, and potentially upgrading your crafting station and equipment, would become a more fulfilling experience than standing in the field and being able to make a stir fry.
     
    We have many and varied other things we want to inject into the game also – we’re currently working on seated / reclining characters for example, and also want to expand on in-game events and tie them to the map. We also need to do some work to improve guns, and PvP, at some point. It’s not clear when smaller features will start appearing, however, so will report on them in blogs as the year progresses.
     
     
    Build 43
    Worked on concurrently to the balancing and crafting update, as well as discussed and shown within our blogs going forward, will be the first version of NPCs. We’re still deciding what should, could and would be present in the first NPC build. It could include autonomous NPCs that the player can group with, it could primarily include the reintroduction of the story mode, it could have NPC animals, or that could come later.
    We really need to look at what we have, and what’s feasible to deliver in a reasonable amount of time, as well as what we could release as a first build and not have people who’ve waited years for them to appear be disappointed. There’s a lot of plates to spin, decisions to make that require more brain power than we’ve had to spare during B41’s development, so we’re going to take some more time to discuss what would make the most satisfying and manageable first build, and take a stock check of what we have.
     
    We’ve got a LOT of NPC code, lots of cool systems, from Rimworld style priority and jobs system, personality systems, procedural story event systems, combat systems, autonomous survival behaviours, advanced group behaviour systems, vehicle driving systems, and a whole bunch more. While nothing could be described as 100% complete, the vast majority of the hard work has been done, is functional and is extremely cool.
     
    But B41 has taken a huge amount of our time and resources, and also taken some elements of the PZ workings in a different direction to things our NPCs were using, and so they need some time to be reintroduced to the most current build and made MP compatible. And when we do that, we’ll be moving stuff over in stages to release, rather than try and get everything functional and release ready at once.
    A good analogy is we’ve got two rooms, one full to the ceiling of extremely cool and complex circuit boards and wires that we’ve spent years making, one room is empty.
     
    Trying to tidy and assemble everything in the first room will be a nightmare. So we’ll start moving bits into a new room, setting them up, plugging them in together, and making something cool out of them to release. After release we’ll continue bringing in more pieces and attaching them, and so on for perhaps 2 or 3 builds until the first room is empty and our vision of NPCs is complete. It doesn’t mean that’s all we have, far from it, just sorting that entire packed room out would take too long and we want to finally start pushing NPC content out as soon as possible.
     
    We also have some big plans for a gun mechanics rework at some point, to provide a more solid gunplay experience that will make guns not only more interesting to use, require more a player skill element, but also make PVP encounters a lot more interesting for those who enjoy that kind of thing, as our PVP component is still one of the more lacking elements of our multiplayer experience. But for now we are not committing to where this will thread into the release schedule.
     
    The process of moving stuff over will take some time, and so we may be quiet for a couple of Thursdoids until we start getting stuff moving in the current build. As soon as we are though, we’ll be talking about the ongoing NPC development, alongside the concurrent crafting and balance patch, until they drop. Exciting times!
     
    It shouldn’t go unsaid, however, that if a big new feature is not ready then it’s not in our DNA to push it out of the door uncooked. We’re confident that this will be a great year for PZ, and feel we can keep the content pipe flowing, but also won’t be abandoning our accustomed position as the tortoise in the ‘tortoise vs. hare’ race which appears to now be paying dividends for both game and community.
     
     
    Much love,
     
    TIS x
  2. Like
    Zorak reacted to nasKo in Build 41 - Released!   
    It felt like the day would never come, but we’re really happy and proud to announce that Build 41 has been released to stable!
     
    If you’ve been out of the loop on the beta, a good place to start would be our new trailer to celebrate the release and show those new to Zomboid what’s in store for them:
     
     
    This build marks a huge step for us, the graphics, gameplay, audio and netcode being significantly remastered and radically improved, Build 41 feels more a sequel than a patch update. As well as a huge map update, new mechanics and systems, its by far our biggest update yet.
     
    Under normal circumstances, we may have done a little more polish and fixing before releasing to stable, but the truth is next to no one are playing Build 40 now, apart from those that didn’t know of the beta branch. It’s presence if anything has been damaging to Project Zomboid’s first impressions and we were only waiting for multiplayer to drop in a somewhat stable fashion to allow us to move on, as we feel strongly that Build 41 even with the remaining bugs and issues that need weeding out, casts a far superior first impression for new players.
     
    Build 40 will forever live on in a branch, access the beta branch “legacy40 – Classic Zomboid” at any point to continue playing, or if your specs aren’t capable of running build 41 comfortably.
     
    So what’s new in this build?
     
    Massive animation and character overhaul, more immersive animations and smoother gameplay and combat, highly customizable character that shows clothing and equipment in the world. Visibly ripped and damaged clothing. Visible Backpacks and Bags. In-game map system to allow the player to chart their exploration and find their way around the huge map. New animations and new movement systems. Sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New multiplayer built from the ground up for smooth, immersive and low latency player and zombie movement. New combat, new weapons, new difficulty balance. New tutorial teaching you the very basics of the new movement and combat. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New city to explore, the gargantuan Louisville, as well as many improvements across the entire map, including new buildings, decoration, and curved roads for easier driving. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood and dirt system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red target outline while aiming, increased gun loot spawn. Randomized environmental storytelling elements. Death Scenes, zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc, vehicle crashes and blockades. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and expanded Kentucky-themed soundtrack. Complete soundscape overhaul – All new sounds, building a more immersive and compelling sonic landscape. Items now have placeable 3D models in the world, for all your decorative needs. New Gameplay Styles
    Apocalypse: Stealth focus. Short lifespan. Combat best avoided and picked selectively.
    Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40.
    Builder: Construction, Exploration, and Farming focus. A more relaxed experience. New Challenges
    Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort.
    Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others. Entirely new foraging system. New inventory slots – belts and holsters now give quick equip slots. Weapons can be attached to the character’s back. New thermal / body temperature system. New Tailoring system for clothing repairs. New Fitness / Exercise system. New emote system – Hold Q to bring up the Radial Menu for Emotes. New water visuals – including visible flow direction. New puddle system during heavy rain. New fog visuals. New levelling system. New VHS, and CDs system. Broken glass and related injuries. 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New radial menu for reloading firearms. New game cursor New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Isometric aiming cursor that shows where you’re aiming in iso space to aid in combat. A gigantic list of fixes and QoL improvements.  
     
    Thank you
    A huge thanks everyone for the wonderful experience we’ve had since releasing multiplayer, seeing such a wave of positivity has been wild and made this long journey for this build more than worth it! Seeing the player numbers dwarf our previous record has been crazy:
     

     
    We’re over the moon over the success the multiplayer has seen and we vow to continue and expand on that.
     
    We’re so proud of everyone on our team, we know we wouldn’t be here today if we didn’t have such dedicated devs working on all these features, often under intense external pressure, and the support team for helping us keep the sometimes chaotic wheels spinning. Every one of them is wonderful and deserving of all our thanks.
     
    Finally, a huge specific thank you to General Arcade, in particular Yuri and Andrei who have put such amazing work into bringing a quality to Zomboid’s multiplayer we simply would never have (and indeed, hadn’t) achieved without them. They’ve put huge amounts of work into this, and we’re thankful to them for helping Zomboid multiplayer come to the vision we had for it.
     
    That’s all for this update. See you all after the new year where we’ll talk about what comes next!
  3. Like
    Zorak reacted to nasKo in 41.65 RELEASED   
    We've confirmed with several servers that VOIP can have a negative effect on server stability. If the fixes in this build don't fix all your issues with black boxing or lag, please consider moving to Discord for your voice chat if possible, and disabling VOIP server side for a smoother experience until we figure it out.
     
    Potential fix for instances of blackboxing on servers, where a client would be waiting endlessly for the server to send chunks (after already connected). Added splash-screen logos for General Arcade and Noiseworks. Fixed the PlayerBumpPlayer option. Added some new melee sounds. New weapon breaks, gore assets, long blade, short blade, umbrella among others. Fixed the game version string being different in some languages, breaking multiplayer. Fixed corpse inventory being 50 instead of 8 in multiplayer. Fixed sheet ropes destroyed by zombies not being synced in multiplayer. Fixed barricaded doors not visibly shaking when attempting to open them. Removed unused lines from the Linux dedicated server's start-server.sh. Fixed microwaves continuing to run on the server when the timer expired. Fixed the /additem server command not working with underscores in the item type. Fixed "Server Statistic" debug ui errors when the server's -statistic period is zero. Added exception handling around IsoChunk.AddVehicles() to fix the server dying when adding vehicles. Rewrote IsoChunk.isGoodVehiclePos() to handle vehicles at arbitrary angles, and to check for collisions with vehicles on neighbouring chunks. Fixed randomly-placed corpses being naked in multiplayer. Changed the PauseEmpty server option default to "true". Fixed zombies not becoming corpses sometimes in splitscreen multiplayer. Fixed a Lua error adding a saved splitscreen player in multiplayer.  
    New MP statistics UI is added to admin powers. Byte buffer for SpriteRenderer was increased for debug mode to show whole population map ShowMpInfo admin power enables/disables statistics gathering
    Server disables statistics gathering if no requests for 10 seconds
  4. Like
    Zorak reacted to turkler in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  5. Like
    Zorak reacted to Sedgwick in Merge All option for items like Thread   
    Good day survivors!
     
    This is a pretty niche request and doesn't come up all that often early on in game, but I think an option to merge all of certain types of items that can combine together (think thread, duct tape, wire, etc.) would be nice. In many games you won't have all that many, and combining them one at a time is just a handful of clicks. At high level tailoring, however, you can end up with hundreds of 0.1 weight thread in a single day of zombie killing and clothes ripping. While a low weight individually you can end up encumbered rather quickly since higher level tailors can get new thread from most articles of clothing.
     
    The problem comes down to a similar one that tailoring had before the "patch all" option which is that if you'd like to condense those threads down to a smaller amount of spools to save space you're clicking hundreds of times for in an game action that takes just a second. Three to four hundred individual spools of 0.1 thread can be 30+ weight, but condense down to 30-40 spools of thread that'll only weigh about 3-4 weight afterwards, but in real time you're spending many minutes to click through the menu hundreds of times.
     
    Like I said, it's not a super common problem to deal with unless you have abundant loot and lots of items or high level tailoring where you can easily generate hundreds of items in a relatively short amount of time, but it would definitely make my arm feel better than trying to merge together all that thread. I did a batch of about 350 spools and decided not to do it again and just let a bunch of half spools of thread fill my shelves from now on.
     
    My only other idea is to let thread ripped from some clothes automatically fill a spool that you have in your inventory. That would be far easier for a player but if there was any other technical issues with that then an option in the "add to" menu of an item like thread so a player can fast forward through combining them all would be nice, or at least save the hand pain of trying to click through a few hundred times for something trivial to save space.
     
    Thanks for checking out my thread!
     
  6. Like
    Zorak reacted to MrTrololo in Riot and makeshift shield   
    something what would be great for anyone who fight with one handed weapons
    1.shield can be equipped "as additional"(left hand) and make player much harder to injure for zeds on front,or it can be attached to character's back what would make character bit less vulnerable for attacks from behind,shields can also block melee attacks in PvP,of course they won't stop bullets instead character will take damage and shield itself
    2.shield sprint charge-character would be able to sprint with shield on zombies and knock them down,then finish them
    police riot shields would appear in police stations and on infected riots and in police VANs
    makeshift ones can be made from planks or metal sheets by character via carpentry and welding
     
  7. Like
    Zorak reacted to nasKo in Zedsommar   
    Hey all, it’s an MP Strike Force update blog this week – so here’s the latest from the test server.
     
    We now have three coders from General Arcade working on Build 41’s multiplayer – alongside two dedicated QA operatives. Work primarily takes place in GA territory with regular code top-ups from the in-dev 41 codebase, though there’s clearly a lot of communication between our relevant QA and organisational peeps.
     
    First off then, here’s a quick update from someone who has been playing it more than most – multiplayer QA chap Oleg. Welcome to the blog, Oleg!
     
    “Multiplayer is quite solid at the moment. There are no critical errors that would lead to a crash, data loss or anything like that. I’ll be honest, right now it’s far more interesting for me to play in MP than on my own!”
     
    “At this exact moment we’ve got some smaller problems with zombie corpses, synchronization of various animations and many and varied other issues popping up from areas throughout the MP game – so there is certainly still something to work on.”
     
    “The difference between the game that myself and Mikhail started playing two months ago when we started QA and now is pretty big. In terms of the smoothness and synchronization of the movement of the characters, most of the animations, how pvp feels – all this stuff has changed for the better.”

    “Big thanks to Yuri, Andrei and Aleksandr – and of course to TIS’s Sasha who has been a great go-between answering questions and raising issues between the teams!”
     
    So that’s the baseline stuff but, as Jennifer Aniston once said in a commercial that half of the people reading this blog are too young to remember, “here comes the science”. Over to Yuri.
     
    “Our focus this month has been in improving the synchronization of zombies between different players, and also in PvP.”
    “Our QA team has been spotlighting bugs, and right now the majority of them aren’t zombie or player character related – but are in other areas of the game that need polish like throwable weapons/items, vehicles etc.”

    “As such the focus of our next month of work will likely be in turning to these issues and fixing them up to raise the overall playability.”
     
    So, right now, everything seems to be ticking over and on-track. We should have a clearer overall picture when we put out the next MP blog.
    Some of the individual items fixed recently:
     
    Zombies didn’t have the ‘alerted’ animation in MP when they heard a sound, leading to various issues and it not looking as good. Character sync accuracy was increased. The remote character makes less extra movements when turn around. Standing characters are now on the same square on all clients due to setJustMoved and isJustMoved functions being added. Further improvements to positioning through prediction points when players turn around, a new PZMath.roundFromEdges function and the threshold for starting and ending remote character movement being reduced. The algorithm for calculating the forecast of the player’s position has also been changed. Many and varied new debug tools Fixed gunshots happening twice at the end of zed bites.
        Many PvP upgrades and improvements starting with the calculation of damage in PVP – meaning that the game uses BodyDamage instead of Health for player hits now. Addition of sync for falling players in PVP. Fixed clothing on zombies sometimes disappearing after being killed. Fixed issues with bomb devices not causing damage to zombies. Calculation of damage from bombs had to be moved from server to client. Fixed an issue in which some zombies were not visible to the other player. Refactored a loooot of complicated things that the blog writer could not hope to understand.
        Zombies could get up if the remote player hit  the zombie first. Remote clients would see the zombie on the ground in different poses after each hit. Desynchronization when one player enters the an area where certain events caused by another player had already happened – for example if a zombie was on the ground, and a new player appeared the zed wouldn’t be lying down.
       
    41.54


    We are currently finalising 41.54 for a release to the IWBUMS public beta. The biggest items of note in this are the full Noiseworks sound revamp, the new VHS system and the placeable 3D models. You can read the full current changelist here.
     
    Foraging needs some more time in the oven at the moment so that is being put back to a later build we’re afraid, while we are currently at 90% of our available 3D items sized, imported, tested and signed off – with the full range of food items most recently mixed in.
    We’d like the full list of these in-game, and some important bug fixes, to go in before we release. So we’ll see where we have gotten to next week. Fingers crossed it’ll be good to go.
     
    In the meantime here’s a quick vid of a wintry scene to whet your whistle.
     

    Likewise we gave a key to the Noiseworks build to our good friend (and total PZ noob) Dean Cutty in the run up to 41.54’s release, and this is what emerged.
     

    RJ would also like it mentioned that this week he’s also put in a nerf to the current 360 degree shooting from cars, will only allow shooting with one-handed guns when the car is in motion and other such weapons/driving polish.
     
    NEXT BUILD
    Also underway currently is the second phase of our work alongside Noiseworks, the amazing sound team redesigning our soundscape. This work will effectively straddle 41.54, which contains many of the new sounds mentioned below, and 41.55. Over to NW’s Michael Klier for some details on this.
     
    “The next phase of the Zomboid sound overhaul will add new content to many other areas of the game – with our emphasis on the stuff heard most often by players while they play. There’s additional foley for player actions like climbing fences, tripping over obstacles, carrying heavy bags, cooking, smoking, UI sounds for map interactions… the list goes on.”
     

    “We will also be adding new zombie voice sets, and the zombie voices in the context of hordes will be improved upon.”
     
    “On top of this we will be adding even more content for melee weapons when it comes to weapon-specific hits/impacts to further build upon the general/generic melee set that was covered in the phase 1. The same will go for the firearms, which will have more specific weapon sounds for each available firearm as well as additional foley for things like shell drops. We are also currently redesigning some of the current firearms, like the shotgun, from internal tester feedback.”
     
    “Something we want to include and redesign, but which will involve a fair degree more work with the TIS coders, is how sounds are affected by obstacles in the world. We want this to have more realistic behaviour, so sounds get occluded more or less based on the properties of the occluding obstacles.”
     
    “Inside buildings for example, sounds should be occluded differently depending on there is a concrete wall between a zombie or the player or if there’s a wooden wall. In 41.54 the occlusion is a catch-all – if there’s something in between the player the sound is occluded.”
     
    “And last not least the ambiance and music systems will further be improved upon.”
     
    TILL NEXT TIME
    Pat_Bren’s mod blog will return next week spotlighting on the remarkable Daegu map and our amazing Korean community, while in two weeks’ time the dev blog should be covering some of the 41.55 content we’re currently working on including a pretty cool cartographic feature. Till then!

     
     
    A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  8. Like
    Zorak reacted to MadDan in Mod Spotlight: Filibuster Rhymes’ Used Cars   
    Howdy, pardnerz! This time, we’re taking a look at one of the most subscribed Project Zomboid mods of all time: Filibuster Rhymes’ Used Cars (a version of the mod for Build 40 can be found here.) The mod’s description promises a “handful” of new vehicles, but you’d have to have pretty big hands to fit all 90+ new vehicles! 
     

     
    The vehicles all spawn naturally within the base game’s “traffic” and replicate the simple but beautiful graphical style of our existing cars.
    Along with a variety of new sedans, compacts, SUVs, police cars, and pick-up trucks similar to the vehicles we’re used to, the mod adds heavy box trucks and flatbeds, fuel trucks, big yellow school buses, military Humvees, and some more retro cars like rusted pick-ups and a certain famous rear-engined German car from the 1960s. Filibuster even went to the bother of creating fictional lore-friendly names for his vehicles, so they fit even more snugly into our game. 
     

     
    Each of the vehicles have unique handling characteristics and add more options for vehicle strategies. Should you pick the reliable old compact, the speedy sports car, or the huge and roomy but tediously slow truck? (You should choose the nippy Pazuzu truck, objectively the best vehicle in the mod).
     

     

     
    We headed on down to Filibuster’s lot and, after agreeing to a sweet deal on a 3-wheeled Chevalier Dart, got him to answer a few questions for us about himself and his mod.
     
    Filibuster

     
    Hello Filibuster! Who are you in real life?
     
    I’m pretty much just a slacker with a fat diabetic cat. Nothing too exciting, honestly.
     
    How did you first discover PZ? Why do you like it?
     
    I got it way back on Desura. I really like more slow-paced hardcore survival games, stuff where you’ve gotta plan a little bit instead of just going buck wild. I rarely stick with a game for more than a few weeks, but me and my friends played Build 40 multiplayer for like three months straight!
     
    How did you get into PZ modding? Did you have experience making or modding other games previously?
     
    The most experience I had with Blender was smashing together two models like a caveman beating on rocks to add some arms to the gun models in System Shock 2. Most of my modding in other games has been simple stuff like changing weapon damage in config files.
     
    When did you start developing your used car mod? How long have you spent making it? How has it changed and developed over time?
     
    I sometimes get into creative phases that last a while. I used to just waste time in games like Space Engineers or Interstellar Rift, then get disgusted with myself for wasting so much time. When I started modelling a few cars sometime in 2018, I just kinda went wild, ignored my girlfriend for like two months and threw a buncha models together into a pack. I can’t really tell ya how much time’s gone into it all together, but it was definitely a lotta fun.
     
    It all started with a boxy, torn looking model that didn’t even light up and snowballed into 70 or 90 something vehicles and trailers. I’ve lost count! Most other stuff has just been keeping up with the game’s new features. I’m really not looking forward to vehicle interiors and animated doors and stuff, oh man…
     
    Your car mod is one of the most popular PZ mods of all time. Do you have an interest in cars in real life? If so, what’s your dream car?
     
    Man, I never expected the mod to blow up like it did! It’s crazy to think that something like 90k people are using it. 
     
    I used to be super into older muscle cars. I had a 1971 Impala for a good few years. It was beat to shit, had a rusted-through leaky vinyl roof filled with Great Stuff™ foam, no working AC, but I loved it (still do) and wanted to add it to the game. I also had an ‘83 El Camino and a ‘68 Bonneville, but I think I’ve gotten to the point where I prefer the ease and comfort of modern stuff. Old stuff is so much easier to work on, though. (Like, the engine compartment of my Impala was an empty aircraft hangar compared to my Corolla!) 
     
    As for my dream car? I used to really want a 1968 Buick Wildcat or LeSabre convertible. Now I’m thinkin’ I’d like another El Camino.
     
    Do you have a favourite from your own vehicles in the mod? Have players given feedback on their favourites? Or least favourite?
     
    Shoot, that’s kinda a hard choice. I guess I’m more drawn to the Suburban and the Blazer when I’m playing. I’m pretty happy about some of the references I’ve put on stuff, like the moving truck or Pazuzu box trucks. A lot of people seem really thrilled over the military stuff and easter egg vehicles I’ve thrown in there.
     
    How difficult is it for you to model new cars, and keep them consistent with the style of the base game’s graphics? How long does it take you to debug them?
     
    Making new cars has gotten a LOT easier since I first started. I still have to Google half the stuff I’m trying to do on Blender. I’ve never been super artistic, so the texturing was more of a science than an art to me. I tried to copy the vanilla style as much as possible and it worked out somehow. If the game didn’t go for the low poly style, there’s definitely no way I could match it.
     
    Scripting and debugging the vehicles was actually more difficult than modelling them when I first started. You’d have to change a few settings for, like, tire locations, start the game, test, close it, change, start, test, repeat. Thankfully, TIS added some tools to debug mode that make it super simple now!
     
    How have you found the PZ community? How helpful has their feedback been? Is there anyone in the PZ community you would like to give a shout-out/thanks to?
     
    I’m not really the most social dude, but I’ve had lots of helpful bug reports. Sometimes when I add in a buncha stuff, I miss some really small, stupid little thing that screws something big up. It’s definitely nice when someone catches that.
     
    And heck yeah, I’ve got some people to thank! Super early on, Soul Filcher helped me out with getting the models to load. Then Fenris Wolf wrote pretty much ALL the code for the old model loading system and made it super-efficient and simple for even someone like me to understand!
     
    My buddy Blair (Planet Algol) has been helping me with fuel trailers recently. And by helping me out, I mean he literally wrote all the code for it!
     
    Shout-out too to Hurley who helped test the last version, and MrDanny who’s been really nice and helpful to people in my Discord who are learning to mod.
     
    And Charger? You get a shout out just for being Charger.
     
    Finally, an obvious one, but I’d like to thank the devs for everything, ESPECIALLY the debug tools!
     
    What vehicles or vehicle features would you most like to see added to the base game?
     
    Repainting vehicles and customising parts would be great. Like, some having carburettors and others having fuel injection, some having a manual and others having automatic transmission. I think it’s probably already in the works, but being able to add like a luggage rack or big f-off bumper would be awesome too
     
    Other than your own, which mods/maps do you enjoy or find interesting?
     
    Besides testing, I haven’t actually played much in the last few years! Back in Build 40, ORGM was/is a must. Clearing out Fort Redstone was super memorable, too. The hospital there was packed to the brim with zombarinos. We had to go outside because we kept getting sick from all the bodies! Wild times, man.
     
    What’s next in your modding plans? What’s the dream?
     
    Blair and I have a gun mod in the works. It’s mostly modelled and planned out, we’re just waiting for changes to the vanilla game to get a little more stable so he doesn’t have to redo a bunch of code. We’ve had another idea floating around for a long while too, but we’re gonna keep that under wraps for now. It’s not gonna be a roadside picnic, so it might not even pan out. But I gotta admit, my ultimate creative dream is to make my own game!
     
    Thanks to Filibuster for taking time to answer our questions! You can find his car mod here.
  9. Like
    Zorak reacted to Batsphinx in IWBUMS 41.51 released!   
    IMPORTANT TO NOTE:
     
    Project Zomboid IWBUMS beta update 41.51 contains significant optimizations to our save game system. As such any saved games played in 41.50 will NOT be operational.
     
    A separate Steam beta containing the previous 41.50 build has been provided so that you can continue and finish your current game.
     
    Similarly, in a changelist as big as this some mods WILL become incompatible.
     
    If you enjoy playing modded PZ then please consider using the provided 41.50 beta to allow the creators of your favourite mods some time to update to 41.51.
     
    This version also sees some of the foundational aspects of PZ updated to more recent versions - with it now running on Java 15 and LWJGL 3.2.3. These have, and will in future, give us access to many new optimizations and engine features.
     
    Although any incompatibilities found in our testing group have been fixed, some issues may occur on outlier system set-ups, so please report any misbehaviour to us!
     
    If 41.51 fails to run then please make sure you are not running an non-updated version of Windows 10, as the 64 bit version of 41.51 is incompatible with some older versions. The game should account for this, and choose not to load incompatible optimization features, but this might still be an advisable first step on a failed launch.

    NEW/QOL
     
    Now running on Java 15
    Now running on latest LWJGL (3.2.3)
     
    - Previously, to seed/water/harvest, you needed to right click on every plant and select an action. Now once you selected seeds, water or harvest, you'll have a cursor to water multiple plants easily.
    - Shift+double click can now be used on clothing items in the inventory to wear the item
    - Newest earned skill level is now highlighted when the skill panel is opened
    - Added filter icon to inventory panel to add additional filter/sorting options, currently has 'weight'
    - Water source now displayed in parentheses for the Drink/Wash option (partially to diagnose issues with puddles and rain)
    - Analog watches no longer have alarms
    - Digital watch display now has alarm button that can be pressed on the UI
    - 'Saliva only' transmission option - player is immune to scratch infection
    - Added tooltip to show which gun magazine will be filled
    - Required items to cure plants and crops now shown.
    - Zombies faceplanting on broken glass now get lots of blood on head/neck, and some on upper torso.
    - Alarm clocks now display the same bell as digital watches when an alarm is set.
    - When trying to repair a door on a vehicle through the mechanics menu, a tooltip appears telling the player that they need to uninstall the door before they can repair it. They can also then repair the doors from their inventory.
    - When pressing Shift+E from any passenger door you will then move straight through to the driver's side if no one is already there.
    - Added more smashed car models.
    - Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they'll thump on walls and crates, etc.
    - Added brazilian portugese radio translations
    - Added hair gel. Mohawk will now be flatten if you wear a hat. Now need hair gel to fix it.
    - Added new options to add padding/patch holes on garments. This will patch any holes if there are some and then add padding to the other parts.
    - Added a remove all padding/patches option.
    - Added small XP gain when ripping clothing/sheets. Gaining small amounts of XP when you recieve some thread back from items so it can't be abused.
    - Added sandbox option for decay of items that are knocked off / fall off zombies
    - Added some variety to crashed cars
    - Use a cursor to choose which walls or objects to paint or plaster, when using the mouse and keyboard. This cursor was already used when playing with a controller.
    - Added a combobox to Items List Viewer to choose which splitscreen player to give items to.
    - Hats/Gloves added to the remove/decay list. Default also now set to 24 hours.
    - Updated Korean fonts and translations, and updated community translations.
    - Added "Please check PZ Steam betas for version 41.50." for WorldVersion 175 saves.
    - Require Windows 10 version 1803 (build 17134) or greater to enable the newer garbage collector, earlier versions will just run without it and not receive the optimization.
    - Added TrailerCover to VehicleDistributions.
    - Allow trailer bodywork to be repaired by welding.
    - Added a cursor for removing bushes, plants and wall-vines.
    - Replace north-west corner wallframes with two separate wallframe objects (the first time they are loaded). The player can't upgrade the north-west corner objects.
    - Car stories can now spawn decomposed zombies corpses.
     
    MODELS AND ANIMS

    - Added long hair style for when wearing hats
    - Adjusted some clothes to accommodate new long hat hairstyles
    - Adjusted a couple of female hats
    - Tweaked female long hat hair to stop pixel flickering
    - Added some new hairstyles
    - Added some Braided hairstyles
    - Adjusted some hairstyle definitions as they were pointing to a non-existent hairstyle and subsequently were invisible when wearing some hats.
    - replaced the 'land gentle' anim with the heavier landing
    - tweaks to turn 180 anims, first pass
    - adjusted Zombie_Idle_FloorOnBack.X pose to match zombie death anim
     
    BALANCE

    - Added butter knives stuck in zombies.
    - Reduced number of hunting knives stuck in zombies.
    - Lowered zombie survivor in horde spawning rate.
    - Lowered chance of alice pack on survivor zombies.
    - Increased beef jerky nutrition values.
    - Balanced weight of ammo/ammo box to be more consistent/logical (box weight is bit less than the full bullets stack)
    - Dead animals (except rat/mouse) give unhappiness when you eat them raw, just cook them to remove that (tooltip was added to explain).
    - White display counter (mainly in butcher shop) now also acts as fridge
    - Added more tailoring books to kitchen.
    - Added rifles in shed/garage.
    - Zombies now do more damage to fences when crowding against/over them
    - Now possible to recover and repair a weapon used in Spear creation
    - M36 Revolver now only has capacity for five rounds
    - Character can now auto-open nail boxes
    - Beer can now returns an empty can after it's drunk
    - Cockroaches and Grasshoppers can now be used to bait the StickTrap
    - Tuna Can no longer requires a Can opener to be opened
    - Increased health points of player built walls.
    - Reduced the engine force & total speed of going in reverse with a car.
    - Adding more items to partially consumed crafted foods will add new food values to original food, not partially consumed one
    - Berries salad now reduces thirst
    - Lowered amount of water in a bleach bottle.
    - Increased recoil of pistols/revolver.
    - Increased chance of creating crawler when hitting zombies with cars.
    - Park Ranger/Lumberjack profession now gives a bonus to walking through trees.
    - Leg fractures now reduce speed according to their severity.
    - Splints increase walk speed with a fracture, depending on the doctor's Medical level.
    - Can now add salt and pepper to sandwiches.
    - Zombies spawning on vehicles stories now have high chance of having a key to a related vehicle.
    - Increased the effect of injuries on sprint speed.
    - Increased "wash vehicle" time.
    - Crashing a car into objects can now damage the engine if hood condition is too low.
    - Bags in hands/equipped now reduce run speed and walk speed. The more full the bag is, the bigger the slow down. Equipped bags in 2nd hand can also reduce combat speed.
    - Fuel stations no longer have unlimited fuel.
    - Added sandbox option under World category "initial fuel station gas", ranging from "Empty" to "Full" with "Low/Very High" etc. in between
    - It takes a minimum of two zombies climbing over a fence at the same time to damage the fence. Metal fences take half the damage as wooden fences.
    - Made firefighter clothing slightly heavier and increased their Run and Combat Speed Modifier accordingly.
    - Lowered fanny pack capacity
    - Increased empty gas can weight from 0.3 to 1.5.
    - Added bullet defense in clothing tooltip.
    - Some knives (mainly Stone Knife) slightly reduced in damage.
    - Athletic trait now excluded when selecting Very Underweight.
    - Adjusted weight of ammo boxes.
    - Made tents thumpable so zombies can destroy them.
    - Wooden wall frames placed by the mapper become IsoThumpables that can be upgraded, like user-placed ones.
    - Did some balance on sneak/lightfoot exp gain: you now need to be rather close (15 tiles) from a zombie to gain exp, you also need to not be targetted by a zombie.
    - Decreased damage done to feet when walking barefoot.
    - Decreased damage done by trees when walking through them.
    - Increased chance of spawning feeding zeds.
    - Decreased chance of feeding zeds spotting you
    - Set all bandana weight to 0.1.

    PRE NOISEWORKS SOUND CHANGES

    - Preload sample data ahead of time so that sounds can play immediately when started.
    - Fixed some sounds randomly starting muted due to the Occlusion parameter not being re-initialized to the correct value.
    - Don't set Occlusion to 1.0 as that seems to completely mute some sounds.
    - Pause music when the game is paused.
    - Fixed the BreakObject sound not playing when destroying carpentry objects.
     
    DEBUG

    - Added context menu option "[DEBUG] UIs > Spawn Points" for teleporting the player to various spawn points to check their positions.
    - Added a context-menu to the "[DEBUG] UIs > Spawn Points" editor.  This can be used to reposition and remove existing points.
     To save the changes, use the "Copy All To Clipboard" menu option and paste in the appropriate spawnpoints.lua file.
    - Added a separate menu "[DEBUG] Vehicle > Set Script (Smashed)" for smashed vehicles.
    - Allow deleting map_zone.bin from the "More..." load-game ui in debug mode.

    LOOT DISTRIBUTION CHANGES
     
    Partially implemented new system - as yet untouched loot tables remain the same as before.
     
    New more handcrafted loot placement / container system used for places like Giga-Mart and residential kitchens now applied to the rest of the map. Locations that previously spawned random grab-bags of loot (like Spiffo’s) should have their contents sorted into relevant lists: If you’re looking for a bladed weapon or some fresh-cut chops, try looking around the kitchen of any place that sells meat (i.e, not a bakery) for the meat-cutting station. If it’s baking supplies you need, look for where the sacks of flour are stored-- they’ll probably be next to a rolling pin.

    Convenience stores, corner stores, and gas stations have had their shelves’ contents sorted so loose cigarettes no longer mix with the lollipops. Players who visit the pharmacy already have an idea of how the shelves are laid out: Some have snacks, some have drinks. You’re less likely to find medicine in a gas station but it’s not unheard of-- ditto car supplies in a Zippee’s. If you want the most of a particular kind of item, it’s best to stick to the relevant business. Gas station tylenol is a ripoff anyway.

    Medical locations now sort their contents into tools, medicine, and doctor-related stuff like gloves, masks, and scrubs. Bars, beauty salons, butcher shops, cafes, and liquor stores all take the same approach. Giant ‘catch all’ loot lists should eventually be replaced with tailored selections of items that are relevant to the location they’re spawned in.

    MOVABLES
     
    - Fixed movable items, such as radios from cars, having correct condition when placed and picked up again.
    - Movables can now be dismantled from inventory, except for the multi tile object ones i.e: beds.
    - Added MovableRecipe which has no script definitions, instead gets created on the fly from movable definitions.
    - Refactored some stuff so the MovableRecipe has the same chances, xp, resultitems, equipitems etc as world object dismantling.
    - Single tile Movable items are now defined as 'Moveables.world_object_sprite_here" instead of all being 'Moveables.Moveable'.
     this also means these movables can be easily instanced directly now

    CONTROLLERS UPDATE
     
    - Removed the old JInput library which was used for controllers.  The GLFW library, part of LWJGL 3, is now used.
    - GLFW has a database of several hundred Xbox-like controllers, including PlayStation controllers, so these should
     have a good chance of working.  Recognized controllers are listed in media\gamecontrollerdb.txt.
    - The user can create their own gamecontrollerdb.txt file in their User\Zomboid\joypads directory.  This can be done
     to add new controllers or to override a controller in the game's media\gamecontrollerdb.txt.
    - The game should handle controllers disconnecting and reconnecting during play.  If player 1's controller is
     disconnected, they can choose to revert to keyboard and mouse input.
    - The controller X button now rotates objects in Place mode.

    FIXES
     
    - Fixed "delete all" on bins not working.
    - Fixed tailoring book/farming mag not spawning in shelves.
    - Fixed water container in office weighing 3.
    - Fixed white display counter not cooling food.
    - Fixed zombies not being able to pathfind through obstacles surrounding vehicles.
    - Fixed some minor pathfind issues.
    - Fixed zombies thumping windows when they didn't hear a sound or see the player, when the "Environmental Attacks" sandbox option is disabled.
    - Fixed not being able to plaster doorframes built at Carpentry level 7
    - Fixed stretched sprites in cutaways, including roof wall tiles, garage doors and certain windows
    - Fixed heatable water containers not heating up if put into campfire/bbq before they are lit
    - Fixed deep wounds having a shorter half-life than scratches or lacerations before healing
    - Fixed GameWindow.StringUTF writing garbage characters at the end of strings. (Fixes saves)
    - Fixed lights losing their custom color. (For example, the blue Pharmahug sign was only blue the first time it was loaded. Moveable lights lost their custom color when moved.)
    - Fixed misplaced door models on the cars with door-models.
    - Fixed keypad key names being the same as keys on the main keyboard.
    - Fixed scissors not allowing jaw stab.
    - Fixed corpses clipping through furniture and walls with the RBShopLooted story.
    - Fixed FMOD .bank files not being found when the current working directory is not the same as Java's -Duser.dir option.
    - Fixed some flying cars
    - Fixed crawling zombies getting stuck while moving near walls.
    - Fixed crawling zombies not thumping fences like they do with doors.
    - Fixed crawling zombies trying to go through open windows.
    - Fixed crawling zombies trying to crawl through fences when there is a nearby way around.
    - Fixed zombies sometimes thumping on wall frames that they can climb through.
    - Fixed WorldDictionary ID's not being reset uppon new game.
    - Fixed the 'campfire bug'. in some cases sprite were not being set properly on IsoObject, this may have also affected erosion objects.
    - Fixed edit item coloring not working.
    - Fixed map issues.
    - Fixed the fishing UI appearance not changing when a controller is disconnected.
    - Fixed not being able to add any condiments to a Burger found in game
    - Fixed Empty Pop Can appearing after char drinks a beer
    - Fixed Sawed-off JS-2000 shotgun only being reparable with another Sawed-off.
    - Fixed Hoodie unequipping when hood up + baseball hat
    - Fixed cooking food increasing weight of the dish inconsistently
    - Fixed player being able to eat by double-clicking when full to bursting
    - Fixed Bourbon having two options to empty the bottle
    - Fixed M9 pistol and D-E Pistol having their icons mixed up
    - Fixed Wet Bath towel losing Favourite status after drying
    - Fixed new ammunition types not being dismantlable 
    - Fixed "Sleep on ground" option in the car when char is Ridiculously tired
    - Fixed some furniture not being thumpable by zombies.
    - Fixed unhidden "Hat" related hair type.
    - Fixed incorrect alpha fades on non-updating objects such as roof eaves and furniture.
    - Fixed being able to survive bleach death by eating lemongrass
    - Fixed not being able to repair double doors
    - Fixed Fish fillet / Chicken behaving strangely when used in salad
    - Fixed filling up an empty bottle / bucket from a river or a lake incorrectly showing "Puddle" as a source
    - Fixed not being able to hold RMB and use F to turn on flashlight
    - Fixed "Easy use" causing all car trunks to be opened, not only unlocked
    - Fixed Analog watches not having alarms if Spanish language is selected
    - Fixed Padlocks that spawn in stores oftentimes getting called "house key" + a string of numbers
    - Fixed not being able to freeze separate eggs
    - Fixed inconsistence in rmb -> grab and basic transfer inventory action.
    - Fixed some tile defs (bunker cutaway, railward vendor machine, changed shelves to clothing rack on certains container for clothing store).
    - Fixed laundry basket acting as a dryer.
    - Fixed zombies spawning outside very large buildings (eg. Mall) when unexplored rooms are seen for the first time.
    - Fixed drinking from soup/stew bowl with a spoon not using the spoon.
    - Fixed being able to bandage a fractured body part.
    - Fixed cure flies/mildew on plants causing a crash.
    - Fixed harvesting plant while plant info window was open causing a crash.
    - Fixed some foods (notably a lot in Zed stories) having zero nutritional values
    - Fixed not being able to wash blood stains off vehicle windows
    - Fixed furniture sometimes fading away while the player is still close enough to see inside.
    - Fixed not being able to freeze wild eggs
    - Fixed seat naming weirdness by removing  "BigCarSeat" and "SportCarSeat" items, and renamng "NormalCarSeat" items to just "Seat".
    - Fixed the random vehicle generator which was causing "Standard Seat" to be selected every time.
    - Fixed being able to do fitness exercises when you shouldn't.
    - Fixed a physics bug that caused the Sports Car to not accelerate to it's top speed of 120 km/h. This also caused vehicles to get pushed downwards at higher speeds.
    - Fixed office water dispenser weighing only 5.
    - Fixed blue hospital curtain requiring electrical skill to be picked up.
    - Fixed "Hat" variants of hairstyles showing in the "Change" menu in the character-info ui. Some hairstyles (for example TopCurls) have a "Hat" hairstyle in their "Trim Choices". 
    - Fixed dropping equipped container while being overencumbred duplicating the container on ground.
    - Fixed being able to grab items through fences.
    - Fixed being able to do fitness while climbing.
    - Fixed house alarm and helicopter sounds ignoring the master sound volume.
    - Fixed UI showing up on savefile thumbnail images.
    - Fixed the clock not being centered in splitscreen and overlapping the button prompts.
    - Fixed splitscreen savegames taking a screencap of the middle of the screen. Thumbnails will now be created from Player 1 screen.
    - Fixed OpenGL exceptions when creating a new game due to trying to create the thumbnail image in GameLoadingState's thread.
    - Fixed "can't create player at" error when going back from the character-profession screen and starting a challenge.
    - Fixed being able to rotate carpentry objects while they are being built. ISBuildMenu.cheat no longer controls whether build actions complete immediately. Instead, IsoGameCharacter:isTimedActionInstant() is called, as is already done by most other actions. This makes it easier to test build actions without having to have all the materials.
    - Fixed inventory tooltips flickering between visible and hidden when using a controller while in the main menu.
    - Fixed controller glitch when closing a map by clicking the close button in the titlebar instead of using the B button.
    - Fixed smart zombies triggering house alarms when opening windows when the "Zombie House Alarm Triggering" option is disabled.
    - Fixed bumping into (and possibly being tripped by) zombies on the other sides of doors/walls/windows.
    - Fixed being able to load bullets into or unload bullets from a magazine after it has been inserted into a firearm by a previous action.
    - Fixed broken behavior assigning keys in the options.
    - Fixed animation lockup pressing Alt + Space when Alt is assigned to both Sprint and "Manual Floor Attack".
    - Fixed uninstalling parts resetting the condition to 100 sometimes
    - Fixed items not saving condition if the condition was 10. Now condition only isn't saved when condition equals condMax (max condition).
    - Fixed being able to open multiple sleep dialogues.
    - Fixed sea horse bins not having "delete all" button.
    - Fixed new liquor store in Muldraugh distributions.
    - Fixed some wrong definition for bar.
    - Fixed display case in pie restaurant.
    - Fixed thin skinned giving more resistance to being damaged while walking in trees.
    - Fixed icon for shooting glasses.
    - Fixed Saucepan repairing itself after it was filled with water
    - Fixed items being rendered in the wrong position (offscreen) after drying out on the ground.
    - Fixed a Lighter being equipped when a Lit Candle is available when pressing the 'F' key.
    - Fixed not being able to reinstall radios in vehicles.
    - Fixed tainted water source being prefered over a non-tainted water source when drinking or filling bottles. Prefer a non-tainted water source over a tainted one when drinking or filling bottles.
    - Fixed having to move and place sinks after water shut off to be plumbable again.
    - Fixed not being able to use some shovels and handforks to pick up hedges, flower beds, etc. Any item with the DigPlow tag can now be used to pick up objects with the PickUpTool=Shovel sprite property.
    - Fixed random horizontal and vertical lines appearing along the edges of some textures.
    - Fixed the Crawl Under Vehicle sandbox option not being applied in some instances, so all zombies could crawl under vehicles.
    - Fixed formatting of WorldItemRemovalList in xxx_SandboxVars.lua files.
    - Fixed the player death-drag-down animation EndDeath being overridden by HitReactionFromBehind. They both had one condition that didn't exclude the other animation.
    - Fixed the player always getting up from sitting sometimes.
    - Fixed multiple different VehicleDistribution Specific categories of loot being applied to the same vehicle. Now a random Specific category is chosen for the vehicle as a whole, instead of for each container.
    - Fixed LuaManager.refreshAnimSets() not checking all players in splitscreen.
    - Fixed error clicking on a plant infested with flies without having Insecticide Spray in inventory.
    - Fixed Fitness.save() saving exeTimer.size() twice.
    - Fixed the inspect-garment ui not resizing to accommodate the Bullet column.
    - Fixed being able to do exercises while climbing ropes.
    - Fixed some cutaway problems.
    - Fixed evolved recipe (cooking stir fry...) not resetting their base nutrition values, giving big boosts to nutrition on those recipes.
    - Fixed invisible players triggering house alarms.
    - Fixed some issues with zombie visibility.
    - Fixed duplicate Scratch Defense stat in item tooltips where nothing or Bullet Defense should be.
    - Fixed missing BodyParts\overlays textures by rebuilding UI2.pack
    - Fixed layout issues in the inspect-garment ui.
    - Fixed debug context menu exception when there is no zone on the clicked square.
    - Fixed models with capital "I" in the name not loading on the Turkish locale.
    - Fixed analog watches sometimes having the alarm set, which can't be turned off.
    - Fixed a Lua error when running out of paint or plaster when using the paint/plaster cursor.
    - Fixed some spawn points that were inside furniture or outside buildings.
    - Fixed broken Perk translation in carpentry tooltips.
    - Fixed unknown RemoveUnhappinessWhenCooked item parameter. Now "Cook to remove happiness malus." appears in the tooltip for fish, may want to edit this.
    - Fixed thumbnail images for savefiles using mods not being updated after returning to the main menu.
    - Fixed some hair type list.
    - Fixed some parking spot in Muldraugh.
    - Fixed wooden pillar acting like a wall.
    - Fixed DataChunk exception with a user-created walkway on a guard tower.
    - Fixed Lua error building fences.
    - Fixed a garage in Riverside having an inside-out door and an old dirt floor tile (with a stray pixel in it).
    - Fixed broken carpentry-tooltip perk translations.
    - Fixed Shift-E allowing the player to switch from a rear seat to the driver's seat in the police car.
    - Fixed "laundry" being in the list of buildings that RBShopLooted can happen in.
    - Fixed WorldItemModelDrawer ignoring ModelMesh.m_transform. This fixes rotation of the forthcoming 3D item models so they match what is seen in assimp_viewer.
    - Fixed font loading.
    - Fixed InventoryItem.attachedSlotType being treated like an item module.type when it isn't. This fixes the "WARNING: Cannot get registry id" spam in console
    - Fixed "Open File Location" button in the load-game "More..." ui, since it doesn't work with -Djava.awt.headless=true.
    - Fixed the farming-cursor tooltip showing the exact water level for farming skill 4 instead of 5+.
    - Fixed hats not rotating as they fall to the ground.
    - Fixed the item type of Radios being changed to Radio.worldSprite which broke translations.
    - Fixed untranslated names of movables being displayed for the Disassemble recipe.
    - Fixed the Disassemble recipe for movables being displayed when the player couldn't actually perform the recipe
     (due to missing tools, for example) which is different than other recipes which aren't displayed.
    - Fixed some tiles properties problems.
    - Fixed duplicate VehicleDistributions.Hunter. One had TrailerTrunk, the one without it was removed.
    - Fixed randomized building code adding barricades to double doors or garage doors, which the player can't do.
    - Fixed campfire and tent options appearing in the context menu when in a vehicle.
    - Fixed foraging ui being visible still when the player gets in a vehicle.
    - Fixed duplicate radio items appearing in the "Install" men
    - Fixed two unused files from "maps/West Point, KY".
    - Fixed smashed StepVanMail using the StepVan template instead of StepVanMail (which didn't exist).
    - Fixed upgraded doorframes blocking movement.
    - Fixed weapon models without a "world" attachment not being oriented the way they used to be when on the ground. This is why things like the Club Hammer were standing on end.
    - Fixed missing "world" attachments on several weapon models.
    - Fixed some multi-hit sandbox problems in which some weapons would not multihit.
    - Fixed TrailerCover missing from container distributions.
    - Fixed Trailer-TrailerTrunk missing from container distributions.
     
    MODDING

    - Allow modders to add new vehicle zones to the global VehicleZoneDefinition table.
     Previously, only the game's zone names and types were allowed.
     This should work for any vehicle zone not called TestVehicles or containing TrafficJam.
    - Added support for loading animations from a mod's media/anims_X directory (and subdirectories of that). It should handle activating and deactivating mods.
     
    - Global ModData
    Registers moddata tables with a given String key.
    When Global Moddata is initialised during world loading it triggers the event "OnInitGlobalModData" with parameter: boolean isNewGame.
    LuaTable ModData.create(String key) creates and returns the table with given key, returns null if the table already exists.
    String ModData.create() creates a table with a random UUID key, note: returns the string key.
    LuaTable ModData.getOrCreate(String key) gets or creates the table with given key.
    LuaTable ModData.get(String key) returns the table with given key or null.
    boolean ModData.exists(String key) return true if table with given key exists.
    LuaTable ModData.remove(String key) removes the table with given key if exists and returns it or null.
    void ModData.add(String key, LuaTable table) store the table with given key (overrides any existing table).
    ArrayList getTableNames() returns a list of all registered tables.

    Networking

    Global ModData is not synced between server and client as depending on what the moddata is being used for this may not be required or even unwanted.
    Syncing of data where needed is up to coder/author. There are however two methods for networking:
    void ModData.transmit(String key)
    - this will attempt to transmit the table with given key, when called on server this is send to all clients, when called on client send to server. (see note on receiving moddata below)
    void ModData.request(String key)
    - client only, this sends a request to server to send back the table with given key to this client.
    When the server or the client receives a moddata packet it is not automatically added to the local register.
    Instead the packet is read and the event "OnReceiveGlobalModData" is triggered, the String key and LuaTable table are passed as arguments.
    NOTE: the table argument can be 'false' when moddata packet replied to a ModData.request.
    The coder/author can then decide to parse, register or keep it as temporary lua table only etc.

    - Fixed issues with setting appropriate texture flags when loading mod texture packs.
        - World textures were missing the flag to create mipmaps, resulting in "sparkly" textures when zoomed out.
        - Floor textures were using compression, resulting in visual artifacts sometimes.
        - UI textures were using compression and "mag linear" filtering instead of "mag nearest" filtering.
        - When a mod texture-pack name ends with ".floor", compression is turned off.
        - For texture packs containing UI textures and/or item textures, the mod.info file should add "type=ui" to pack= lines, like this:
        pack=MyPackFile 
        type=ui

    - Allow vehicle scripts to override the "model" without a name.
     Previously, "model XYZ" would override a previously-declared "model XYZ", but "model" alone wouldn't override "model".
     
    - Allow mods to define custom sandbox options.
     Each file called media/sandbox-options.txt that exists is loaded before Lua files are loaded.
     
    - Allow mods to define custom perks (Skills ingame).
     Each file called media/perks.txt that exists is loaded before scripts and Lua files are loaded.
     New perks and perk categories can be defined.
     This required removing the Perks enum.  Now Perks is a class containing static instances of Perk.
     So Perks.Strength is now the Strength perk itself instead of an enum value.
     The Lua Perks table contains the predefined perks and also any custom perks.
     Fortunately, these changes didn't require any changes to Lua files. 

    - Added textureShadow property to vehicle scripts to allow overriding the shadow texture.
     For example, write "textureShadow = schoolbag_spiffo," without quotes.

    - recipe.Prop1 and recipe.Prop2 can specify a source item to display in the player's hand.
     For example, Prop1:Source=2 will use either the Saw or GardenSaw model:
     
        recipe Saw Logs
        {
           Log,
           keep Saw/GardenSaw,
           Prop1:Source=2,
           Prop2:Log,
        }
     The Log model could also be specified as Prop2:Source=1.

    - Vehicle windows will have color from the textureLights texture applied. This was added for the boat mod. Call BaseVehicle.setWindowLightsOn(true|false) to control this.  This setting isn't saved, or synced in multiplayer.

    - Vehicle-shadow size and position may be set using the shadowExtents and shadowOffset properties in vehicle scripts. These can be edited in the vehicle editor, under the Chassis section.

    - Fixed "Mod: XYZ" in item tooltips for mod items always displaying the name of the last mod loaded.
    - Added Tooltip.ModName debug option to control displaying "Mod: XYZ" in item tooltips for mod items.
     This could be changed to a Display option if wanted (translations needed though).
    - Added GameTime helicopter-related methods for mods:
     int getHelicopterDay()
     setHelicopterDay(int day)
     
     int getHelicopterStartHour()
     setHelicopterStartHour(int hour) // 0-24
     int getHelicopterEndHour()
     setHelicopterEndHour(int hour) // 0-24
     
    TECHNICAL

    - Optimized game variable look-ups.
      - AnimCondition no longer repeatedly searches for the same variable by name.
      - Instead, it creates an AnimationVariableHandle and re-uses it.
    - GameProfiler.invokeAndMeasure now check whether or not the recorder is running, and avoid capturing a new Lambda

    - Performance improvement. Added an early-out to updateTwistBone
      - If the current twist is <1 degree, the function aborts.

    - Savegame compression optimization from Turbo

    - Refactored and tidied up WorldDictionary.
    - Server now sends the WorldDictionary data to clients when connecting.
    - Client now only saves WorldDictionaryReadable.lua in game folder.
    - WorldDictionary now respects Core.noSave.
    - World loading should now abort correctly if any problems are found with the dictionary.
    - Added method getModID(), getModName() and isVanilla() to InventoryItem.
    - Added the mod name which added the item, and optionally any overrides, to item tooltip.

    - Performance improvements to BoneTransform calculations for a 2x boost to animation system.
     
    - Fog optimization

    - Memory optimization: placed IsoGridSquare.collideMatrix, IsoGridSquare.pathMatrix and IsoGridSquare.visionMatrix arrays to 32 bit integer and wrote bit access functions for those.

    - Refactored IsoRegion system
     including optimized region calculations and fixes for a bunch of things that could cause bugs.
    - Added new IsoRegion debugger based of ZombiePopulationWindow
     (can build via debugger now for quick testing).

    - Added IsoRegionLogger, logs can be viewed via debugger.
    - WorldDictionary -> disabled logging of missing object ID.
    - Colors.java -> added GetColorFromIndex, GetColorsCount.
    - Added Character.Debug.Render.Vision option to display the player's vision cone and see-nearby-characters radius.

    - Use the proper distance instead of Manhattan distance in IsoPlayer.updateLOS().
    - Fixed IsoGameCharacter.updateSeenVisibility() not handling the see-nearby-characters radius, resulting in zombies behind the player (or nearby but outside the vision cone) not becoming visible when they should

    - Don't use shared animations on the nearest 20 zombies, to avoid foot-sliding when they're lunging. IsoWorld.sceneCullZombies() already sorts zombies by visibility and distance, so it is used to set a flag on zombies that shouldn't use shared animations.
     
    - Removed IsoPlayer.m_moveDelta because IsoGameCharacter.m_moveDelta already exists.  The value is always 1.0 in any case
  10. Like
    Zorak reacted to nasKo in It's Coming to Roam   
    And then, suddenly, fourteen days had rolled around once more…

    41.51 IWBUMS BETA RELEASE
    41.51 is pretty much cooked at this point, and the past few days we have been primarily addressing any potential incompatibilities on different / more elderly operating systems. We intend to release this early next week.
    The latest changelist for 41.51 can be found here.

    Some items of note:

    As previously mentioned, 41.51 contains significant optimizations to our save game system. As such any saved games played in 41.50 will NOT be operational or loadable.
     
    A separate Steam beta containing the previous 41.50 build will be provided so that you can continue and finish your current game.
    Similarly, in a changelist as big as this some mods WILL become incompatible – especially those dealing with loot distribution.
     
    We have kept the PZ Discord modding channels informed of the primary forthcoming change, but there will inevitably be a period of waiting before some of your favourite mods (and certainly mod packs) are fully operational again.
     
    Again, if you enjoy playing modded PZ then the 41.50 beta will still be there for you to use in the meantime.
     
    If you’re a modder who would like further information on what’s changing then please click through to this thread on our forum, where mapper extraordinaire TheCommander has also made a very handy forum post and easily understood infographic.
     
    Please be patient with all the community’s modder crew while they find the time to update their/our beloved mods!

    MP STRIKE FORCE
    As discussed previously we are now updating on all things MP every month – for the reasoning behind that decision please click on through.
    And so, here’s a run-down of what Yuri and Andrei have been up to over the past few weeks, followed up by a nice little vid that Yuri made for us.
    First of all, we added FPS data to our statistics. Servers will now collect FPS data from each client and collect it their statistical data. Seeing as the introduction of local ownership may lead to performance degradation on clients, knowing client FPS will help us to improve performance and as such we can use this tool in load testing. We then spent some time investigating zombie desync. We noticed that our zeds were pausing after they changed ownership between clients. As such we’ve made a fresh implementation of how zombie behaviour syncs. Right now the zombies will continue moving to the target and restore their state on a new client after changing ownership. What’s currently in the build is an initial implementation – we’re going to test how it works before developing it further. We implemented ‘get up’ sync for zombies. This bug could lead to zombies that were laying down on one client, but standing upright on another. We synced zombie falling. Zombies in local ownership now calculate the position and rotation of their fall point, and the client sends this information in the hitCharacter packet. Now all clients will show the same falling anim, and desync where zeds dropped in different places for different places is avoided. This issue also led to players seeming to finish off invisible zombies while you were playing. We had a long think about how we can improve a fight between a zombie and more than one player. A primary issue was how a zombie should react to hits from other players, as often ownership change can lead to desync. We had the idea that zombies should react to hits from their target player, but hits from other players would only lead to splashes of blood and a decrease of their health without a change in ownership. We’ve made an initial implementation of this, but it doesn’t seem to be a full solution yet – as such we will debug it, and potentially think of ways to improve or replace the system. We’ve spent some time updating our tools, specifically the fake clients we use to simulate a full and active server. Now clients can process zombie AI, we needed to simulate the same in our fake clients. This will help no end in our future testing and edge-case scenario simulation.  
     
    NOISEWORKS
    Tomorrow (barring minor fixes) is the last day we have booked in for work with Noiseworks on their PZ Sound Revolution – although we are also making plans for a ‘Round 2’ to further improve the PZ soundscape, put some more work into the implementation of the procedural music system and respond to the feedback of the PZ community once it’s been released out into the wild.
     
    As such the Noiseworks build shouldn’t be *too* far behind the release of 41.51 into the public IWBUMS beta.
     
    The primary final polish that’s been put into Noiseworks over the past week or so has been on vehicles, music selection and general mix balance and bug fixing. Vehicles, especially, needed a little more love as gear changes / RPM and how the new sounds interacted with the existing PZ framework needed a fair bit of love.
     
    The vehicles are now 10x better than the angry lawnmowers currently in Build 41, though we intend to come back to them in Noiseworks Round 2 when we have more time to make some code-side improvements to help them out.
     
    Here’s a quick video of what they’re sounding like at the moment.
     
    (Please note there will be improvements to zombie collision thuds, car door and trunk noises before we release!)
     
     
    Something else we intend to release with the Noiseworks build are the 3D items that Rockstar Mark and RJ have been working with, but that’s not 100% at the moment as they’re working out the best ways to scale/rotate items in their export process. This is the way that a box of jars currently appears in-game, which isn’t… ideal?
     

      VCRS
    We want to shake up the current ‘spend the first week watching TV’ meta, while also introducing some new and typically 90s loot, and as such Turbo has been working on the PZ entertainment systems.
     
    This will be a simplified media playability version of the Devices branch that Turbo has had as a side project for a long time now, and will include retail CDs and VHS tapes – with common, rare and exceptional spawn changes depending on the recording. Clearly, some of these will also be the shows shown on the television with XP and skill bonuses. There will also be unique home VHS tapes, which will either be shows recorded by the people of the area or camcorder recordings, that have a 1 in 5 chance to attempt to spawn instead of a blank tapes.
    Clearly all this will be textual, just as the current TV and radio channels are, but we hope it’ll be a nice way of adding some more flavour to the world. There will be lots of new movies, TV shows and general new writing content.
     
    The ability to record material will not be in the build however, and will have to wait until Turbo’s fully fledged Devices side project (which includes computers and security systems) comes to fruition.
     
    Here’s a quick video of its current implementation, along with the ways that recordings can impact on your player’s skills and moodles if we so choose.
     
    PLEASE NOTE this won’t be how it ends up in the game proper. Being terrified by a horror movie to such an extent that it would leave you vulnerable to the zeds probably wouldn’t be much fun – so please consider WIP!
     

    LOUISVILLE
    Work on our version of Louisville continues, which as discussed in previous blogs is now visible in the mid-distance.
     
    This week we won’t be showing any new chunks of the map, as our map team continue to be quite protective of their giant sprawling baby, but maybe we can have a quick look at some of the new brands and locations that the more urban environment will bring.
     

      This week’s featured image from Rexiem. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  11. Like
    Zorak reacted to EnvyDemon in Ability to open/close Jackets   
    I'm not sure why this has not been posted already, but and many other members of the community would like the ability to have the ability to open/close jackets, in a system much like the one that hoodies have to raise/lower the hood, as well as the ability to change hat orientation.
  12. Like
    Zorak got a reaction from Optimism in IWBUMS 41.46 released   
    <3 Finally
     
  13. Like
    Zorak got a reaction from ZombiesLoveBrainiacs in IWBUMS 41.46 released   
    <3 Finally
     
  14. Like
    Zorak got a reaction from Geras in IWBUMS 41.46 released   
    <3 Finally
     
  15. Like
    Zorak got a reaction from trombonaught in IWBUMS 41.46 released   
    <3 Finally
     
  16. Like
    Zorak got a reaction from TrailerParkThor in IWBUMS 41.46 released   
    <3 Finally
     
  17. Like
    Zorak got a reaction from geronimo553 in IWBUMS 41.46 released   
    <3 Finally
     
  18. Like
    Zorak reacted to Geras in ExerciZe   
    Maybe you also could make bench presses and treadmills usable? They're already in the game.
  19. penisham
    Zorak reacted to GoodOldLeon in IWBUMS 41.42 RELEASED   
    New patch and penisham is back? what a great day.
  20. penisham
    Zorak reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  21. Like
    Zorak reacted to lemmy101 in IWBUMS 41.41 RELEASED   
    NEW
    - Enabled the "New Character" button after the player dies in singleplayer, so it's more clear that players can continue the save with a new character. This button was already available in splitscreen and multiplayer.
    - Added "Corpse Shadows" display option. Corpse shadows are drawn as a separate pass (along with player, vehicle, and zombie shadows) so could affect performance with lots of corpses.
    - Added a sandbox option to disable zombie lunge after climbing over fence (in the zombie lore).
    - Allow sleeping anywhere when the character reaches a fatigue level of 4. The sleep is short and has more negative side effects than a "bad bed".
    - Allow the player to go to sleep outdoors when it is raining. 
    - Added "Simple Clothing Textures" option to disable blood/dirt/holes/patches on clothing textures. The blood/dirt/holes/patches are still on the clothes but aren't drawn. Turning this on can save texture memory and possibly improve performance on lower-spec hardware.
    - Added "Simple Weapon Textures" which disables drawing blood on weapons. Turning this on can save texture memory and possibly improve performance on lower-spec hardware (but not as much as Simple Clothing Textures).
    - Allow multiple map windows to be opened at the same time.
    - Added UIElement:onKeyPress(), onKeyRepeat() and onKeyRelease() methods so top-level UIElements can intercept keypresses without having to use events such as Events.OnKeyPressed or Events.OnCustomUIKey.
     
    BALANCE
    - Slightly lowered spawnrate of watches on zombies
    - Slightly lowered the chance for pre-set alarms on watches
    - Rebalanced M14 Single Shot Assault Rifle. 
        - Changed model
        - Now uses proper ammo (.308) instead of 5.56. 
        - Magazine size set to 20
        - Damage has been balanced to bring it in line with other rifles
    - Reduced damage for Wood Axe to 1.3 Min and 3 Max, down from 3.6 Min and 4.6 Max. Previous damage values were workaround for a past bug that ended up way overpowered when said bug was fixed.
    - Added hoodies to some zombie outfits.
    - Big metal shelves now require metalwork to disassemble, also gives metal bars & plates (previously was only screws).
    - Increased spawn rate of fanny pack.
    - Increased weight of rifles.
    - Lowered min angle of shove to stop shove working on distant zombies
    - Lowered max range of shove as the range "extends" when player shoves (as body leans forward, so does the range)
    - Traps can get destroyed when the player is out of range
        - when destroyed, a destroyItem takes the traps place, by default this is 'unusable wood' but can be set in the trap definition
    - "Put in Container" inventory context-menu option now shows the name of the container (if any). Hopefully, this will make it clearer that the item isn't going into an equipped bag.
    - Increased the range the player prefers to target lunging zombies instead of prone zombies from 0.5 to 1.0

    ANIMS
    - Adjusted the 2-handed miss animation to leave the weapon in left hand during the miss anim
    - Disallow fishing when sitting on ground, as said action has no playable animation at this time. If the UI is opened first and player then sits before starting fishing action a forceGetUp is performed.
    - Removed excess frames from "zombie get up from back" anim
    - Tweaked blend settings for "zombie getting up"

    FIXES
    - Fixed jaw-stabbing zombies through unbroken or barricaded windows.
    - Fixed jaw stab animation playing but character missing
    - Fixed splatting blood and playing weapon-impact sounds when hitting a window between the player and a zombie.
    - Fixed cancelling attaching an item to the hotbar leaving the model visible on the player but not in the hotbar.
    - Fixed UI updates slowing down when the GameTime.Speed.XXX debug options are enabled.
    - Fixed IsoZombie AnimationPlayer being freed, then recreated after death.
    - Fixed model-rendering debug code accessing AnimationPlayer from the rendering thread. This was the code that rendered the character's skeleton and other things.
    - Fixed a bug in the JOML Matrix4f class.
    - Deleted some old unused classes.
    - Fixed unnoticeable splitscreen rendering issue when the game is paused.
    - Fixed lua error with the Horde Manager ui when the spawn location goes out of bounds.
    - Fixed zombie models unfolding when they first become visible.
    - Fixed NullPointerException climbing through a windowframe without a window.
    - Fixed the close-window animation not playing when using a controller.
    - Fixed being able to sleep in a moving car.
    - Fixed Movable-cursor not being able to pick up office cubicle walls from west/north side, also made them hoppable.
    - Added functionallity for any object existing as Iso and Inventory (such as radios) to be dismantable/scapable in their IsoObject form by looking up the inventory item dismantle recipe. For this to work the spriteproperties must be set to 'CanScrap' AND have at least one dummy material defined for the scrapcode to recognize it as valid scrapable, the actual materials returned will be from the recipe
    - Fixed walls on the same tile overlapping door when the latter was opened.
    - Added a check that makes sure the door index is always after the last wall and wall index is always before the door.
    - Added a tileproperty TreatAsWallOrder for objects that aren't walls but should be treated as such in the indexing (such as the shower glass panes)
    - FPS multiplier now capped to a maximum of 5 (6fps->30fps). This possibly fixes death by stairs, along with other possible sudden deaths due to lag related pauses, as time will not pass significantly during such a pause. 
    - Fixed some lambda garbage collection
    - Fixed duplicate Keyframe.BoneName strings (Bip01, etc)
    - Fixed death music not stopping after creating a new player using the New Character button.
    - Possibly fixed bug that treated walking zombies as if they're still knocked down, causing wrong target priorities when attacking affected zombies.
    - Fixed player movement stopping when playing the one-handed crit attack animation.
    - Fixed wrist-worn items clipping through long-sleeved clothes by hiding the wrist-worn items.
    - Fixed character-creation Beard Type "None" not being selected when loading a preset without a beard.
    - Fixed blur at certain zoom levels
    - Fixed blood not being drawn temporarily on hotbar weapon models when equipping or unequipping them.
    - Fixed various debug panels affecting a dead player after creating a new player with the New Character button.
    - Fixed recipes not preserving the "favorite" status of items when the result item has the same type as a source item.
    - Fixed zombies ending up on their back when they are hit while flipping from their back to their front.
    - Fixed the "close window" animation playing when the E key is pressed on a closed barricaded window.
    - Fixed empty assault rifles in Burst or Single firing modes killing zombies.
    - Fixed clothing items that can't get blood and dirt on them from getting wet. This includes belts, jewelry, and watches.
    - Fixed SleepingEvent not working correctly in splitscreen.
    - Fixed corpses being drawn underneath stairs.  They still get clipped if they overlap a lower stair tile.
    - Fixed knocked-off hats being drawn underneath stairs
    - Fixed some cases where empty containers looked like they had items in them.
    - Fixed some invalid item types in the loot-spawning tables.
    - Print a warning to the console when invalid item types are in the loot-spawning tables.
    - Fixed some gc with item spawning.
    - ProceduralDistributions Lua table is parsed one time during startup instead of each time items are spawned
    - Fixed the hotbar shortcut keys not working after the player gets bumped just before an attack starts
  22. Like
    Zorak reacted to sprkng in Small but Important Suggestions Thread   
    1088 In-game road atlases that you can find so you don't have to resort to out-of-game maps when driving between towns. Road signs would also help
  23. Like
    Zorak reacted to Killom in Small but Important Suggestions Thread   
    Please add specialized containers with enhanced capacity.
     
    Example:
    A craftable wood stack. This container only accepts "Logs, boards or sticks / twigs" as input. But you can store up to 900 weight units instead of the usual 50
  24. Like
    Zorak reacted to Narrnika in Regulator of age   
    With increasing age, I would add a decrease in the coefficients to the speed of acquiring skills and an increase in the starting professional skill.
    For example:
    20-year-old farmer: +3 levels farming and + 125% to speed of learning farming;
    60-year-old farmer: +7 levels farming and + 25% to speed of learning farming, -50% to speed of learning other skills.
    Something like this, the numbers need to be balanced, of course.
  25. Like
    Zorak reacted to Xonic in Make the fatigue penalty start with "Tired" instead of "Drowsy"   
    Now when the player gets "Drowsy" moodle, a heavy penalty applies on the combat. It would be more reasonable to start the penalty at "Tired", and makes "Drowsy" a warning sign to player.
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