RELEASED: 39.67.5
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First patch for the vehicles build!

 

[NEW]
Changed default UI Render FPS to 20.
Added Linux version of libPZBullet64 without OpenGL for headless servers.
Added proper physics to open double doors.
Added "Pan camera while aiming" display option.
Cell grid now drawn in the lua debugger map.
Pressing 'T' in the lua debugger map now teleports player 0 to that location.
Added the ability to smash the car window that a player is facing using right click in the car's context menu.
Added "remove vehicle" using the right click context menu if you are in debug or an admin.
Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
Added PZBullet and trove.jar to various Steam build scripts.
Added 32bit PZBullet for Linux
Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
Dirty Rags may be used as tinder or fuel in campfires.
Vehicle key is returned to the keyring it came from when removing it from the ignition.
Added better support for large fonts - for example with the Big Freakin' Fonts mod.
Replaced the placeholder car battery charger.
Size and position of the crafting and vehicle-mechanics UIs now saved.
The vehicle mechanics window can be resized vertically.
The crafting UI is resizable and supports large fonts better.
Added correct Mechanics skill icon


[BALANCE]                                       
Increased the spawn rate of mechanic tools in car trunks.        
Lowered the panic increase caused by zombies when player is in a vehicle.
Increased the knockback done to car when ramming zombies.
Decreased the consumption of fuel by generator.
Lowered the impact of timeSinceApo sandbox & world hour age on spawning car battery.
Increased a tad the number of cars spawning on Low sandbox setting.
Increased the spawn rate of remote control.
Increased the odds to find an animal with trapping.


[BUG FIX]
Fixed VOIP not working.
Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
Fixed client doing collision checks for zombies that should only be done on a server.
Fixed zombie positions not updating on the client correctly.
Fixed zombie animations not updating on the client when near a vehicle.
Fixed trove.jar not being on Mac StartServer scripts.
Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
Fixed linux issues by rebuilding Linux libZNetJNI64.so
Fixed "Auth failed response" message on server when a client disconnects.
Fixed issues around server sending map_zone.bin to clients.
Fixed pzbullet/CMakeLists.txt
Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
Fixed longstanding visual glitch when climbing over something onto a staircase below.
Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
Fixed line spacing in the in-game changelog.
Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
Fixed missing RCON .class files.
Fixed clothes becoming dirty even if the sandbox option was disabled.
Fixed some debug messages players don't need.
Fixed checking doors to enter a vehicle checking hood/bonnet.
Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
Fixed car batteries being created at 50% charge on most spawns.
Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
Fixed VehicleInterpolationData objects not being reused.
Fixed in-game changelog not displaying changes to previous versions of the game.
Fixed issues with vertical force to vehicles after collisions with objects/zombies.
Fixed vehicle headlights being slow to turn on and off.
Fixed vehicle positions not updating for passengers after a collision.
Fixed Multi-core rendering not working on Linux.
Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
Fixed seeing key icon above another player's head when near a vehicle.
Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
Fixed small car's plate number being stretched.
Fixed flat building roofs being hidden when the player was obscured by player-built floors.
Fixed roof on lot_house_small_36.tbx.
Fixed a missing wall in a house near 13814,4682.
Fixed trunk capacity not always updating when it should on the client.
Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
Fixed client not updating vehicle stats when part condition changes.
Fixed Linux server failure with libPZBulletNoOpenGL*.so
Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
Fixed translation for "You failed to produce any usable materials" not being used.
Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
Fixed crafting UI appearing in the main menu if the assigned key is pressed.
Fixed VehicleManager error when more than 64 players are connected.
Fixed error compiling ProjectZomboid.exe with UNICODE defined.
Fixed both halves of a grave not being destroyed when using a sledgehammer.
Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
Fixed not being able to hop over fences using the controller B button above ground level.
Fixed not being able to climb down sheetropes when tapping the 'E' key.
Fixed remote players juddering up and down while climbing sheetropes.
Fixed display not updating when climbing sheetropes.
Fixed player not facing fence/window when adding/removing sheetropes.
Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
Fixed double-tile carpentry objects (like Bed) not consuming materials.
Fixed scrollbars not working in the options ui when a controller was active.
Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
Fixed aspects of many UIs to handle different font sizes.
Fixed font-rendering bug.
Fixed UI not updating when an error occurs setting vsync.
Fixed the crafting UI constantly setting the help text for the info-button window.
Fixed ISModalRichText updating when not visible and not being centered on screen.

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My suggestion is change "break window" on right click and just add it in car menu, because too many times im so close to break the window because i want to see the car status

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2 hours ago, Exsorter said:

My suggestion is change "break window" on right click and just add it in car menu, because too many times im so close to break the window because i want to see the car status

Could just press E when standing near the hood?

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Posted (edited)

set up fresh dedicated server today, wiped local savefiles, ran into some troubles:

- getting kicked for file mismatch after character creation

(validated both local and dedicated server, wiped both again just to make sure, had to turn off LuaChecksum to stay and play)
- cant claim safehouse due "building occupied" hint/reason, but building definetly been cleaned out of zembies inside and outside nearby

(PlayerSafehouse setting is enabled, SafehouseDaySurvivedToClaim is set to 0, tried multiple houses downstairs and upstairs in westpoint: post office, hardware store and 2 residentals)

 

only mod we run is hydrocraft

Edited by csathdfw
fixed typo

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17 hours ago, csathdfw said:

set up fresh dedicated server today, wiped local savefiles, ran into some troubles:

- getting kicked for file mismatch after character creation

(validated both local and dedicated server, wiped both again just to make sure, had to turn off LuaChecksum to stay and play)
- cant claim safehouse due "building occupied" hint/reason, but building definetly been cleaned out of zembies inside and outside nearby

(PlayerSafehouse setting is enabled, SafehouseDaySurvivedToClaim is set to 0, tried multiple houses downstairs and upstairs in westpoint: post office, hardware store and 2 residentals)

 

only mod we run is hydrocraft

May be worth deleting the /media/lua folder and re-verifying (validating) the game through Steam. That goes for both the client and the server. 

 

Sometimes it does a poor job of removing the edited or deleted files.

 

If that does't work, could you let us know what OS you're on?

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19 hours ago, EnigmaGrey said:

May be worth deleting the /media/lua folder and re-verifying (validating) the game through Steam. That goes for both the client and the server. 

 

Sometimes it does a poor job of removing the edited or deleted files.

 

If that does't work, could you let us know what OS you're on?

 

^done

claiming works now again but luachecksum enabled still kicks for mismatch files
(wiped and verified steamfiles on both local and server, later reinstalled server again too)

 

we just gonna play with luachecksum off for now, its private tiny server anyways :D

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hello,

so i have noticed that each time i load my SP game the TV channel comes to life on starting. TV was on before i left the game but no broadcast.

Yesterday not only that but 2 zombies appeared next to me in my safe house (that was totally clear for days) when the game loaded.

gave me a suprise i can tell you.

So go to exit game - no zombies. load game - 2 right next to me.

:o run away !

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On 6/14/2018 at 1:18 PM, EnigmaGrey said:

Vehicle key is returned to the keyring it came from when removing it from the ignition.

PRAISE BE!

 

One of the most annoying bugs finally squashed.

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Quick question, the answer might be out there but maybe someone already know it.

 

Are saves from 38.30 compatible with build 39.67.5?

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1 hour ago, MyTJ said:

Quick question, the answer might be out there but maybe someone already know it.

 

Are saves from 38.30 compatible with build 39.67.5?

Nope.

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5 hours ago, EnigmaGrey said:

Nope.

Yes, I saw that here : https://theindiestone.com/forums/index.php?/topic/23821-released-build-39-the-vehicles-build/

(useful info for those that ask before looking)

 

On ‎2018‎-‎05‎-‎21 at 10:05 AM, Batsphinx said:

PLEASE NOTE: Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for Build 38.30 has been provided.

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Started a new game today, found one uncomfortable bug- alcohol wipes and cotton balls doused in alcohol act as a single-use items, as opposed to what is written on wiki as drainable for 1 and 5 times respectively. Is this a (known) bug of their behaviour was changed and no changes of wiki were made?

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Posted (edited)

[RU]

Разработчики! Когда уже рации будут транслировать не только текст, но и звук?

Сделайте это! Умоляю вас!)

(Я имею в виду рации, которые игроки используют для общения)

[EN]

Developers! When already radios will broadcast not only text, but also sound?

Do it! For pity's sake!)

(I mean the walkie-talkies that players use to communicate)

:D

Edited by Хибити\Hibiti [BLR]

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13 hours ago, Antik said:

Started a new game today, found one uncomfortable bug- alcohol wipes and cotton balls doused in alcohol act as a single-use items, as opposed to what is written on wiki as drainable for 1 and 5 times respectively. Is this a (known) bug of their behaviour was changed and no changes of wiki were made?

 

(apologies in advance if I misunderstood something about your issue)

 

What Wiki means is there can be up to 5 alcohol wipes in a pack. If you get a pack with only 1 alcohol wipe in - the pack will get used up. You can see this in inventory if you expand the alcohol wipes line. 

 

Regarding cotton balls doused in alcohol - I can't find any reference to them being usable 5 times(?) , besides, why would you want to?..

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On 14/06/2018 at 6:18 PM, EnigmaGrey said:

Dirty Rags may be used as tinder or fuel in campfires.

Can you also make it so they can be used to make log walls as well as ripped sheets? Makes no sense to have to clean them first...

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hi

you probably know this but the temperature inside a car needs a bit of attention.

Its March in my game so i have a jumper (its a bit cold)

get in car within a few minutes i have heat stroke.

take off jumper put on cooler max - in 5 mins i have hyperthermia.

that was a ride!

cheers

 

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9 hours ago, Zeantra said:

hey, so is there anyway to remove burnt out cars? like break them down with the metalworking skill or something?

 

Not at the moment, but it's definitely something planned. 

In fact, it's already in on the Weather Test Build. Except it doesn't give any materials yet. 
 

Spoiler

image.png.1e2b4b4ff70ddcd0459a7ce7eab4efae.png

 

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22 hours ago, Vaileasys said:

Not at the moment, but it's definitely something planned. 

In fact, it's already in on the Weather Test Build. Except it doesn't give any materials yet. 
 

  Reveal hidden contents

 

 

Hmm. It should... what's your metalworking skill like when you attempt it?

 

 

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In previously updates on the servers was in the information was about how many players you killed, but now it's not visible. 

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