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RELEASED: Vehicle Test 41


RobertJohnson

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WARNING: Due to the amount of development and features being added to this branch, please do not expect any save compatibility. We'll try to keep it compatible but you should expect breakage.

 

Please note: aspects of this, found at the bottom of the patch notes, will be released as a patch to the main public build once we know that everything is working and stable. This will also be when the new version is uploaded to GOG.

 

 

New version

 

 


Vehicle Test 23:
 

Vehicle Test 24:

 

 

Vehicle test 25:

 

Vehicle test 26:

 

Vehicle test 27:

 

Vehicle test 28:

 

Vehicle test 29:

 

Vehicle test 30:

 

Vehicle test 31:

 

Vehicle test 32:

 

Vehicle test 33:

 

Vehicle test 34:

 

Vehicle test 35:

 

Vehicle test 36:

 

Vehicle test 39:

 

 

You'll start with a wrench, a screwdriver and a jack to test mechanics.

 

Due to the sheer amount of stuff in Vehicle Build 22 there is a chance that existing Vehicles build saves will break. We'd encourage you to start a new game, but if you have a longstanding character then we have also provided the previous Vehicles Build 21 on a separate Steam beta branch so you can transfer your savegame. It can be accessed through the beta tab and is called 'previousvehicle'.

 

Please note that this build is more WIP than others that we've released, as we need player feedback during its construction. Please be patient if you discover unexpected irritation. Thanks!

 

[New]

  • New cars models including a Taxi and an SUV - and extra versions of small and modern cars. Or at least 'modern' for 1993.
  • Horn and Siren system. Check the vehicle menu while inside the car!
  • Press "V" (vehicle menu key) or right click on a vehicle to add or siphon gas. Cars can be refuelled at gas stations.
  • Keys are now needed to open trunk.
  • Please note: VehicleEasyUse sandbox option will make the car always start when set to true.

 

[WIP] Mechanic System [WIP]

  • A new Vehicle Mechanics UI can now be accessed. Right click a vehicle and select "[WIP] Mechanics" or when directly inside the vehicle with the vehicle menu ("V" key). The system should operate much like the existing player health panel.
  • Select vehicle parts to see information about them.
  • Right click a part to see if it can be removed or installed.
  • Parts can be repaired from your inventory although not everything can be fixed.

 

PLEASE NOTE: this is a very early iteration of this system.

 

Not everything effects gameplay. The vehicle diagram is placeholder. Scripting is currently unfinished.
The Mechanic skill/profession isn't done - so highest level abilities are unlocked.

So what is in?

 

  • Different car parts like tires, gas tanks, trunk and brake systems.
  • Low condition brakes will reduce your brake force.
  • Low condition gas tanks can leak fuel.
  • A car trunk that's been crumpled in a collision will have reduced capacity and may drop items stored in it onto the ground when in motion.
  • Car parts and vehicles themselves are categorised as ‘standard’, ‘heavy-duty’ and ‘sports’. Only matching car parts can be used in relevant vehicles. [This may change in later builds should player have high skills, be prepared to lose condition with a car part in an inappropriate vehicle etc)
  • New Car Visuals - Damage and Colors
  • The Normal Car model can now have damage textures. When we have tested them out in-game we will create them for all vehicles.
  • The game now spawns cars coloured by game code rather than textures - adding variety.
  • Tire condition now has an impact on wheel friction.
  • Each type of tire have a base friction, affected by Mechanic skills & tire condition.
  • Mass is now taken into account in physics calculations.
  • Added an option to inflate or deflate a tire. Beware of inflating a tire too much.
  • Inflated tire will reduce wheel friction and brake force.

 

New Sandbox options:

  • CarDamageOnImpact: Governs how much damage a vehicle will take after collisions.
  • CarGeneralCondition: Governs what condition cars can have on spawn - whether very low or very high.

 

Some changes on fixing script:

  • Added a GlobalItem property: GlobalItem : BlowTorch=5,
  • Can now require multiple items (to factorize scripts) e.g: Require : SmallTrunk1;NormalTrunk1;
  • Added a condition modifier property to change max condition repaired, e.g: ConditionModifier : 0.7,
  • Fixing something will now give experience points if a skill was required.
  • Condition repair bonus capped to 25.

 

Balance

  • Increase max speed of vehicles to 120 km/h. Although clearly not all cars go this fst (not all car can go that fast!).
  • Factorised some code in script.
  • Increase the probability of finding loot in vehicles.
  • Changed various car variables (mass, speed, power...)

 

Bug Fixes

  • Fixed missing car sounds. [Though they will still need new versions]
  • Fixed keys in ignition not always working.
  • Fixed game not spawning all possible textures for cars.
  • Fixed zombies being knocked down by non-moving car - added thump ability.
  • Fixed MP sync problem on stoplights.
  • Fixed cars not being synced in MP if you were out of range.
  • Fixed car containers being respawned after reloading a save.
  • Fixed non-updated loot inventory when someone enter/exits vehicle.

 

Main Build Bug Fix

(Will be released as patch for Build 38 when we are sure it's stable, alongside some other fixes)

  • Fixed /card and /roll client command bugs with accessLevel.
  • Fixed lua exception after disconnecting from server with accessLevel != none.
  • Use equals() instead of startsWith() when checking server command names. (Issue 1168)
  • Fixed incorrect assert in ServerMap.init()
  • Fixed server NullPointerException with ThunderStorm and zombified player.
  • Fixed lua error after removing all entries from the server list. (Issue 1171)
  • Fixed door locking/unlocking with keys in multiplayer. (Issue 1154)
  • Fixed "NullPointer in BodyDamage breaks save"
  • Fixed inability for admin to change owner of a Faction in MP
  • Fixed lethal corpse gas
  • Fixed NullPointerException in LightingJNI.update()
  • Fixed only being able to sterilize one bandage
  • Fixed walkway visibility issues - changing definition of player built floor for culling purposes.
  • Fixed other issues associated with new Tanglewood rooftop rendering system.
  • Reexported map with fixes and changes to improve new rooftop rendering system.
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Five Things I noticed immediately.


1: Vehicle Sounds don't work for me at all. (Missing in bank... ERROR)
2: Some vehicles (Taxis, some burned ones) spawn with no texture.
3: Rust looks... not good.
4: Collision is off, I can go through trees a lot.
5: This Still Happens to Me

 

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45 minutes ago, DramaSetter said:

I am not tired of saying this, but please change old textures! ( Vanblue i think it is called in game files?). Anyway, great update, i finally waited for this and not killed myself. I'll test it and say what's wrong..

 

Not sure what you mean... Anyway, the texture are gonna be replaced with white/shaders one so we can colour them on the fly.

 

38 minutes ago, myhappines said:

Devs, was this two sedans added to the game? Cant find them anywhere.

 

 

I think it's the modern car? You'll find them on good spot, check in riverside near the country club, i still need to finish some zones anyway :)

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Just wanted to point out some common stuff about rust. I understand the current texture is likely temporary but if the long-run rendition uses something similar it would be a pretty unrealistic representation of rust.

 

1. Rust on cars is found around the edges of the panels and bottom-up, not a uniform rust on the entire vehicle. It is also much too extreme in it's current implementation.

 

Rusty cars that aren't ancient are typically visibly rusty on the bottom (undercarriage) and around the edges of affected fenders. 

 

This is what a rusty truck tends to look like. Note the bottom-up development of the rust, and how it stops at the panel edges.

1112dp_01+rust_busting+rusty_bottom_of_d

 

I imagine that the current rust texture is temporary, but I'm just gonna say anyways that a car that looked like that rust-wise is beyond even the worst case scenario on plenty of levels.

 

Now it may seem like what you have in the game is what a "rusty car" looks like, but trust me, it's much more realistic to have the visible rust around the panel edges, uniform rust never happens unless the vehicle has been pulled out of a lake or something beyond a standard case of rust.

 

Chevy+Truck-MI+Rust.jpg

 

For reference, this is what counts as a "rusty, shitted out body" in the mechanic world. This is what a rusty body looks like, and a very bad case at that.

 

2.

47 minutes ago, RobertJohnson said:

Not sure what you mean... Anyway, the texture are gonna be replaced with white/shaders one so we can colour them on the fly.

 

I hope you do set the colors manually rather than randomly generate them, because the textures you have so far are actually quite accurate to the period and overall quite good :)

 

3. I also think the newer vehicles should be present in the other zones to some degree, even at a much lower chance. Muldraugh may be a small community but it has a few houses obviously above the poverty line that would have a chance of owning one. I understand zoning isn't done, just thought I'd state it.

Edited by Kim Jong Un
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1. Car horn sound is lagging

2. Still no loot inside car's

3. Switching to Rear Right Seat give's you car key.

4. If you change car key name and then use it to turn on car - name will be changed to default.

5. Sleeping bug ( can't sleep inside car, red square appears )

6. Car's don't spawn in Rosewood.

7. Every car's battery are dead.  (UPD: no, not every, just a chance of spawning with dead battery was big in area that i discovered or something. Nevemind )

( This message will be updated while i'm playing )

 

 

Edited by DramaSetter
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Feedback from my end:

 

I experienced no Performance changes at all (no difference from 21)

The Mechanic skill is awesome and works perfect for me

I would love to see a trunk space (or im maybe too stupid to find it)

Does anybody know how to run a dedicated server with this version ?

Keep on the good work cant wait to see vehicles in the main branch :)

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11 minutes ago, RobertJohnson said:

Trunk is accessible only if you have the key to the car :)

 

If you use VehicleEasyUse sandbox option keys will always spawn inside car 's glove box (and car always be opened)

One thing about trunks - if you put car key inside it, it will locks for you.. I think we need an option to close/open it, like the doors working right now.

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1 hour ago, Kim Jong Un said:

Just wanted to point out some common stuff about rust. I understand the current texture is likely temporary but if the long-run rendition uses something similar it would be a pretty unrealistic representation of rust.


Yeah the Rust is definitely a placeholder and Car Normal occasionally has rust looking like you described, it's the only one that has a more finished rust overlay.

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2 minutes ago, Svarog said:


Yeah the Rust is definitely a placeholder and Car Normal occasionally has rust looking like you described, it's the only one that has a more finished rust overlay.

 

That's it yup, even tho it's not Mash's texture, better rust is coming :)

 

Idk where Mash gonna be with that work tomorrow, but i'll prob push a new version anyway.

 

I'd like to hear more general feedback about mechanic, does it feel overwhelming or user friendly? You get the vehicle type thingy? (a heavy-duty part only goes on heavy-duty vehicle for example)

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8 minutes ago, RobertJohnson said:

 

I'd like to hear more general feedback about mechanic, does it feel overwhelming or user friendly? You get the vehicle type thingy? (a heavy-duty part only goes on heavy-duty vehicle for example)


Overwhelming but that's sort of a good thing IMO. It makes me feel exactly how I feel looking under the hood of a real car. WTFIsThats everywhere.

Skilled mechanics will be worth more on MP if it's complicated.

Edited by Svarog
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1 minute ago, Svarog said:


Overwhelming but that's sort of a good thing IMO. It makes me feel exactly how I feel looking under the hood of a real car. WTFIsThats everywhere.

Skilled mechanics will be worth more on MP if it's complicated.

 

Re MP: hope so, basically mechanics will be required to install/uninstall parts on good car, they also repair stuff better.

And, on top of that, a good mechanic installing a brakes or a tire, etc. will get more benefit from it (like a basic joe installing a standard brake give + 15 brake force, a level 10 mechanic could increase this bonus to +20 e.g.)

 

Meaning only good mechanics could do a super fast sport car or a heavy tank-pickup :D

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Hello,

thank you for Vehicle Test 22.

 

For me sound for cars is fine - but the signal-lights didn't work.

 

And when I try to sleep in my car I get this (tried different seats) >

Quote

1507843472148
1507843472148 -----------------------------------------
1507843472150 STACK TRACE
1507843472151 -----------------------------------------
1507843472152 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843472152 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843472153 function: onMouseDown -- file: ISRadialMenu.lua line # 27
java.lang.RuntimeException: Object tried to call nil in onSleepWalkToComplete
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
    at zombie.ui.UIElement.onMouseDown(UIElement.java:775)
    at zombie.ui.UIManager.update(UIManager.java:994)
    at zombie.GameWindow.logic(GameWindow.java:615)
    at zombie.GameWindow.run(GameWindow.java:1279)
    at zombie.GameWindow.maina(GameWindow.java:1055)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)
1507843472166
1507843472166 -----------------------------------------
1507843472167 STACK TRACE
1507843472168 -----------------------------------------
1507843472169 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843472171 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843472172 function: onMouseDown -- file: ISRadialMenu.lua line # 27
1507843482659
1507843482659 -----------------------------------------
1507843482660 STACK TRACE
1507843482661 -----------------------------------------
1507843482661 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843482662 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843482663 function: onMouseDown -- file: ISRadialMenu.lua line # 27
java.lang.RuntimeException: Object tried to call nil in onSleepWalkToComplete
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
    at zombie.ui.UIElement.onMouseDown(UIElement.java:775)
    at zombie.ui.UIManager.update(UIManager.java:994)
    at zombie.GameWindow.logic(GameWindow.java:615)
    at zombie.GameWindow.run(GameWindow.java:1279)
    at zombie.GameWindow.maina(GameWindow.java:1055)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)
1507843482674
1507843482675 -----------------------------------------
1507843482675 STACK TRACE
1507843482676 -----------------------------------------
1507843482676 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843482677 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843482680 function: onMouseDown -- file: ISRadialMenu.lua line # 27
1507843496450
1507843496451 -----------------------------------------
1507843496452 STACK TRACE
1507843496452 -----------------------------------------
1507843496453 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843496454 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843496454 function: onMouseDown -- file: ISRadialMenu.lua line # 27
java.lang.RuntimeException: Object tried to call nil in onSleepWalkToComplete
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
    at zombie.ui.UIElement.onMouseDown(UIElement.java:775)
    at zombie.ui.UIManager.update(UIManager.java:994)
    at zombie.GameWindow.logic(GameWindow.java:615)
    at zombie.GameWindow.run(GameWindow.java:1279)
    at zombie.GameWindow.maina(GameWindow.java:1055)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)
1507843496468
1507843496469 -----------------------------------------
1507843496471 STACK TRACE
1507843496472 -----------------------------------------
1507843496472 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843496473 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843496474 function: onMouseDown -- file: ISRadialMenu.lua line # 27
IsoFireManager.Remove unknown fire, ignoring
1507843683881
1507843683883 -----------------------------------------
1507843683883 STACK TRACE
1507843683884 -----------------------------------------
1507843683884 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843683885 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843683886 function: onMouseDown -- file: ISRadialMenu.lua line # 27
java.lang.RuntimeException: Object tried to call nil in onSleepWalkToComplete
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
    at zombie.ui.UIElement.onMouseDown(UIElement.java:775)
    at zombie.ui.UIManager.update(UIManager.java:994)
    at zombie.GameWindow.logic(GameWindow.java:615)
    at zombie.GameWindow.run(GameWindow.java:1279)
    at zombie.GameWindow.maina(GameWindow.java:1055)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)
1507843683899
1507843683900 -----------------------------------------
1507843683901 STACK TRACE
1507843683904 -----------------------------------------
1507843683904 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843683905 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843683905 function: onMouseDown -- file: ISRadialMenu.lua line # 27
1507843710414
1507843710415 -----------------------------------------
1507843710416 STACK TRACE
1507843710416 -----------------------------------------
1507843710417 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843710417 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843710418 function: onMouseDown -- file: ISRadialMenu.lua line # 27
java.lang.RuntimeException: Object tried to call nil in onSleepWalkToComplete
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
    at zombie.ui.UIElement.onMouseDown(UIElement.java:775)
    at zombie.ui.UIManager.update(UIManager.java:994)
    at zombie.GameWindow.logic(GameWindow.java:615)
    at zombie.GameWindow.run(GameWindow.java:1279)
    at zombie.GameWindow.maina(GameWindow.java:1055)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)
1507843710429
1507843710430 -----------------------------------------
1507843710430 STACK TRACE
1507843710431 -----------------------------------------
1507843710431 function: onSleepWalkToComplete -- file: ISWorldObjectContextMenu.lua line # 1633
1507843710432 function: onSleep -- file: ISVehicleMenu.lua line # 360
1507843710433 function: onMouseDown -- file: ISRadialMenu.lua line # 27

 

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47 minutes ago, RobertJohnson said:

 

Meaning only good mechanics could do a super fast sport car or a heavy tank-pickup :D


Keeping it kinda less user friendly even as far as they UI goes would also not be a terrible choice IMO. I think that Something not being too user friendly can be used as a mechanic.

Also, it probably occured to you guys but, someone without any skill trying to look up Vehicle Stats should not see %'s and instead only see "Good", "Normal", "Bad" or something.

Also, did you know that spraying something flammable (Hairspray for example) into the engine somewhere (Don't ask me specifics) can help start a car if injectors aren't good enough to start it? I remember my father doing that with our car when it didn't start (!!DON'T TRY AT HOME!!). A skilled mechanic could probably get a piece of shit running if it was really required to run in the moment.

Edited by Svarog
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1 hour ago, RobertJohnson said:

 

That's it yup, even tho it's not Mash's texture, better rust is coming :)

 

Idk where Mash gonna be with that work tomorrow, but i'll prob push a new version anyway.

 

I'd like to hear more general feedback about mechanic, does it feel overwhelming or user friendly? You get the vehicle type thingy? (a heavy-duty part only goes on heavy-duty vehicle for example)

I don't really know what to say, because system is not completed and i tested it with cheats. As i can say, that this new system give's me a goal, a thing to do in PZ, and that's awesome. The BIGGEST problem of PZ is that most of players just don't know what to do, play 3-8 hour and abandone the game.

Edited by DramaSetter
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