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IWBUMS 41.30 Released

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NEW

 

- Spiffo's Secret Special Sauce. CONTENT REDACTED.

Zoom improvements:

- Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures.

- Fixes to non-diamond floor sprites' tile seams.

- Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out.

- Cleanup of sprite shapers.

- Added WallOverlay property to some trailer sprites to fix seams (not completely fixed).

- Added is-floor property to two flat trailer-roof tiles to fix seams and lighting.

- Fixed missing flags on a couple of floor tiles to fix seams and lighting.

- Revised Iso sprite padding to reduce overlap and minimize seams.

- Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion.

- When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look.

- When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts

- When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering.

- Fixed edge-tile seam artefacts on shorelines.

Cutaway improvements:

- Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0.

- Timer now stops cutaways and other visibility/hiding effects flickering

- East walls from character on Z=1 levels now work correctly

Polished animations when working on vehicles:

- Fixed character angle snapping when opening the hood.

- Play an animation before the mechanics window shows (while examining the vehicle).

- Play animations when adding/removing gas. Display the gas can model in the player's hand when using one.

- Play animations when installing/uninstalling parts.

- Increased the time to install/uninstall tires.

- Ensure the player is facing the vehicle before smashing a window.

Temperature system improvements

- changed room temperatures to be more accomodating until heating/cooling devices are introduced

- fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain

- reinstated food consumption for combatting teh cold, but decreased impact severely

- toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating

- changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes.

- changed core celcius recovery faster when trend is moving towards setpoint

- changed bodywetness having a slightly stronger impact on heat gain/loss

- changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low

- reworked and finetuned some parts of thermoregulator

- removed hunger effect of Thermoregulator in favor or increased calories intake.

Vehicle/Player DB

- Players are now saved separately from vehicles.

- Players are saved in a file called players.db. Vehicles are still saved in vehicles.db.

- The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed.

- Added a cursor to choose squares to remove blood from.

- Multi stage build now show a plank in player's hand when building.

- Added pouring water with watering can (for farming eg).

- Take fuel from gas pump now use an animation.

- added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings

- Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall.

- Added sewing kit texture.

- Smashed bottle is now a stab weapon, won't do damage to door or trees anymore.

- Sync the sound and action of racking a rifle with the animation better.

- Added a note in a gun's tooltip when it requires racking to chamber a round.

- Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles.

- Changed the "wash yourself" animation.

- Now possible to recover and repair a weapon used in Spear creation

- Increased chance to hit ranged weapon when zombies are really close.

- Sprinter zed attacks now slow the player down.

- The controller B button toggles sprinting on and off.

- Increased time to heal some wounds.

- added ability to remove grass and wind effect that appears on street cracks

- added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ)

- added DeviceData getEmitter for modder purposes

 

BALANCE

 

- Increased spawning of cigarettes on zombies.

- Zombies can now spawn lighter, matches & digital watches.

- Increased various metal working related items spawning rate.

- Increased mouse trap, gardening spray spawning rate.

- Chainlink fences are dismantlable, giving MetalBar and Wire items.

 

FIXES

 

- Fixed sprinter zombies running through the player.

- Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice

- Fixed the clothing dryer being plumb-able (removed waterPiped property).

- Fixed race condition leading to an exception when starting up the game.

- Fixed pistol spawning without a magazine in the last stand challenges.

- Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level.

- Fixed fishing line always breaking when catching something.

- Fixed foraging action not auto-repeating if nothing had ever been found in that area.

- Fixed which animation plays when taking dirt/gravel/sand with a Trowel.

- Fixed bottom-right quarter of the screen not being painted black with three coop players.

- Fixed broken spear remaining in the secondary hand after it breaks while fishing.

- Fixed some "require xyz failed" error messages.

- Fixed water-related rendering exception.

- Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall.

- Fixed lighting on floor blood splatters again.

- Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping.

- Fixed the forage animation only affecting upper-body bones.

- Fixed AxeMan trait not affecting animation speed when fighting or chopping trees.

- Fixed saw logs not defering lower bones.

- Fixed grab items (right click on item -> grab) not using any animation.

- Fixed lua exception when a zombie's clothing is destroyed by a player's attack.

- Fixed vehicle headlights starting too far in front of the vehicle.

- Fixed overlapping text in the inspect-garment ui.

- Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles.

- Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle).

- Fixed players climbing through windows over obstacles and then onto water.

- Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes.

- Fixed the Riverside hotel swimming pool having sand around the edges.

- Fixed missing ParkingStall zones in cell 33,36.

- Fixed some TownZone not being Nav zone in cell 33,36.

- Fixed (again) player getting stuck aiming after their weapon breaks.

- Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame.

- Fixed a bit of lambda-related garbage creation in StateMachine.

- Fixed not being able to 'clean' dirty bandages/rags with contaminated water

- Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h

- Fixed clothes instantly becoming "slightly dirty" after just being washed

- Fixed some walls & cars giving you 0% bonus when sneaking behind them.

- Fixed ClimbThroughWindowState bug with zombies.

- Fixed molotovs disappearing if the attack is cancelled.

- Fixed exception when climbing over a fence with fire nearby.

- Fixed players catching on fire when inside a vehicle.

- Fixed not being able to rack a gun with a magazine if no round is chambered already.

- Fixed not being able to repeat-fire rifles from vehicles.

- Fixed racking handgun/revolver/shotgun (added rackBullet event)

- Fixed random corpses always facing the same direction.

- Fixed some story-based corpses clipping with furniture.

- Fixed see-through floors blocking vision to other levels.

- Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33).

- Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons,

as could already be done using the E key.

- Fixed overlapping debug text in the health panel.

- Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33.

- Fixed VehicleType static tables not being recreated after reloading lua files.

- fixed automated broadcast generating frequencies that werent being able to be tuned in manually

- Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories)

- Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side.

- Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound.

- Fixed mannequins facing the wrong way.

- The application's main thread is now the RenderThread. Previously, the render thread and game thread were started

and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already

made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread,

so I'm not sure why that hasn't been a problem before.

- Create texture mipmap data on the asset-loading threads instead of on the render thread.

- Tried to reduce the long delay after clicking "Click to continue" the first time.

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Posted (edited)

Metal fences provide wire
Increased spawn of rods
cigs and macthes on zombies

 

damn its an absolutely next level

cant wait for reliable light source for deep dark nights experience

 

 

Edited by Caturday

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I'm jumping back in when the temperature drops a little bit here in Argentina, it's just too hot to inmerse in the game. Thanks for the awesome work as always.

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Posted (edited)

I just want to give some feedback on the new zoom system.

 

Zoomed in all the way I am getting about 90fps.

 

Zoomed out all the way I am getting about 15fps.

 

Settings: Everything maxed.

 

Specs:

 

Windows 10 Home

i5 9600k 3.7ghz OC'd to 4.4ghz

- Zoomed in CPU Utilization is about 60%

- Zoomed out CPU utilization is about 55%

Nvidia Titan XP 12gb

-Zoomed in GPU Utilization about 40% and 15% memory usage

-Zoomed out GPU Utilization about 33% and 15% memory usage

32gb RAM 3200mhz

 

Without significant differences in CPU/GPU demand, I am surprised at the significant FPS difference.

 

 

Edited by CaptKaspar

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1 hour ago, minusthedrifter said:

Rather large bug introduced with this build, building things is now entirely free! The resources are not consumed when you build something, so long as you have the needed material in your inventory you can build the object again and again. 

 

This has broken my game.

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2 hours ago, minusthedrifter said:

Rather large bug introduced with this build, building things is now entirely free! The resources are not consumed when you build something, so long as you have the needed material in your inventory you can build the object again and again. 

Good Bad Bugs!

 

Time to wrap my entire base in tall chainlink fence FOR FREEEE!

 

6 hours ago, lemmy101 said:

- Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping.

Wait, what!? How long has the Mop being useable for that?

 

6 hours ago, lemmy101 said:

- Players are now saved separately from vehicles.

- Players are saved in a file called players.db. Vehicles are still saved in vehicles.db.

 

6 hours ago, lemmy101 said:

- Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h

- Fixed clothes instantly becoming "slightly dirty" after just being washed

Halleluyah.png

 

6 hours ago, lemmy101 said:

- Zombies can now spawn lighter, matches & digital watches.

Uh... hasn't this always been a thing? I've always found watches and lighters (not matches tho) on dead Zed.

 

6 hours ago, lemmy101 said:

- Fixed not being able to repeat-fire rifles from vehicles.

Huh!? Since when we can do that?

 

And speaking of rifles, any changes to the magazine spawning?

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For those GOG peeps wondering, we'll probably have another hotfix tomorrow or so, and will update the game on GOG alongside with the hotfix release.

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14 minutes ago, ThisIsPhuck said:

Hey I'm new here, and bought the game just recently from GOG. Is there really no way I can play these beta builds if I bought the game from GOG?

 

3 hours ago, nasKo said:

For those GOG peeps wondering, we'll probably have another hotfix tomorrow or so, and will update the game on GOG alongside with the hotfix release.


In case you mean "how", once we uploaded the patch, you can get it through GOG Galaxy:

 

nOGf9qZ.gif

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2 minutes ago, nasKo said:


In case you mean.

That was fast 👏 Good job. Was going to help. You need the Galaxy program from GoG. Like steam more or less. You can not download it on the web. Kinda sad but hey beta worth it!

 

But the game is very mutch bug nest. So be nice new player.

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Is there a way to revert to IWBUMS 41.29?

 

41.30 is noticeably laggier for me:

"zoomed out all the way" lags horribly,

look in the distance now has "cast time" of approx 1-2 seconds long? (before it finally pans away to "look in the distance") - is this intended?

 

It's kinda unplayable compared to 41.29, I stopped playing after 5 min.

 

I was hoping for performance improvements...

 

All in all, is there a way to revert to 41.29 and stop it from updating until you guys sort this out?

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Posted (edited)

Tried to kill a couple of zombies, fell both times, scratched one of my hands both times.

 

The second time I tried I killed one at (what I considered) safe distance, he wasn't even crawling towards me. I killed him and I fell just right after that.

Honestly, there must be a better way.

 

 

Edited by Marco1
corrections

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12 hours ago, nasKo said:

For those GOG peeps wondering, we'll probably have another hotfix tomorrow or so, and will update the game on GOG alongside with the hotfix release.

That mean no hotfix for Steam anymore?

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Posted (edited)
1 hour ago, Misha said:

That mean no hotfix for Steam anymore?

He means that the GOG version will be updated to 41.30, today most likely, but including a hotfix that Steam users will probably get today, (which would make it 41.31 for both platforms).
Why would they stop releasing hotfixes on Steam? :D

Edited by MadDan2013

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