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IWBUMS 41.40 RELEASED


nasKo

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Hotfix, August 3rd:

 

- Fixed not being able to knock down zombies by shoving with a knife-like weapon equipped.


___________________________________________________

 

NEW

 

- Added jewelry that can be worn on player: necklaces, earrings and rings on fingers.
- Added ability to refill water dispensers
- Drainable items now change their weight depending on how full they are
- Updated credits
- Added bracelets, watches, dogtags etc to zombies. NOTE: OLD WATCHES ARE DEPRECATED. YOU WILL HAVE TO FIND NEW WATCHES.
- Added SetMeleeDelay animation event that can be used to set the delay between attacks. This is basically the same as RecoilDelay which is used to set the delay between firearm shots.


- New thing for recipes.txt: 
    Normally a recipe source contains a list of hard-coded item types. 
    This doesn't work well with all the new clothing items. 
    Now a recipe source of the form "[function]" specifies the name of a Lua function that will be called to get a list of items that can be used as a source item. 
    See DismantleDigitalWatch_GetItemTypes() in recipecode.lua for an example.


- Added context-menu tooltips showing the percent full of water-containing items when taking or transferring water.

 

- Added IsoRoofFixer.java to prevent falling through roofs not placed by the mapping tools
    - can attempt to fix roofs for falling player per tile or on a per room space below basis, defaults to latter
    - locations are stored in meta data save so it doesnt attempt to fix it twice when player removes these floors (per room mode only).
    - optionally can place floors that match the roof style, or invisible floors

 

- Added some more system specs printing in console logs
- Display item icons in the "Items List" debug ui.
  

 

CONTEXT MENUS AND HOT BAR TIDY UP

 

- Added an optional way of interacting with context menus. 
    - Instead of displaying child menus to the left or right of the parent menu, the parent menu is hidden and the child menu is displayed in place of the parent menu. An extra menu option is added at the top of a child menu to go back to the parent menu. This behavior can be enable or disabled for each splitscreen player in the  Accessibility options. This works well with a controller. Mouse users may or may not prefer this method.

- Attached items (i.e. hotbar items) may emit light, not just items held in the player's hands. Currently the game does not have any light-emitting items that can go in the hotbar, but this could be used to equip a chest-mounted or head-mounted light.
- The "Equip/Turn On/Off Light Source" key will toggle a light-emitting item in the hotbar if present, instead of equipping the item in the player's hand.
- Pressing a keyboard shortcut for a hotbar slot will activate or deactivate an item instead of equipping it, if possible.
- A hotbar slot is highlighted red if a dragged item cannot be equipped in that slot.
- Non-weapon items may be dragged to the hotbar.  Non-weapon items could already be added to the hotbar using context menus and radial menus.
- The left d-pad radial menu (which previously only showed equippable weapons) now also displays the best light-emitting item in the player's inventory.  This can be used to equip and toggle a flashlight when using a controller.
- Added an animation to context menus when displaying them with the "Single Context Menu" option when using a mouse.  There was already an animation when using a controller.
- Prefer to display tooltips to the right or left of context menus instead of on top of them.
- When using the "Single Context Menu" option with the mouse, short submenus are positioned under the mouse instead
 of at the parent's position.
- Allow items to be dragged to the primary and secondary slot icons to equip them. Dragging two-handed items between the two icons equips the item in both hands.
- Display all known seed types in the farming context menu, so mods don't need to override ISFarmingMenu.lua.
- Display the type of container selected in the loot window. This was already done for bags, but will now also show icons for clothing driers, washers etc.
- Added a radial-menu option to smash a vehicle window when outside the vehicle. This option was already available in the right-click context menu.
- Added "Toggle Models Enabled" keybind, F3 by default, so people can change the key that hides/shows models in debug mode.
- Added "Toggle Animation Text" keybind, F6 by default, so people can change the key that hides/shows animation-related text in debug mode.
- New "Wear" submenu for garments that can be worn in different ways: Baseball cap, Poncho, Fanny Pack, Hoodie etc.
- Changed the On/Off button in the Set Alarm dialog to a checkbox.
- Added an option to toggle aim on and off by tapping the Aim key. Holding the Aim key for more than 1/2 a second aims without forcing aim on, so aiming stops when the Aim key is released. Running will turn off forced aim.
- The "Attach" menu for attaching items to the hotbar adds "(Replace XYZ)" if the item will replace an existing item,
 when clicking on an item in the inventory window.
- The vehicle radial-menu option to lock and unlock doors also locks and unlocks the trunk when using a controller.
 Players using the mouse can already do this by clicking the trunk icon in the vehicle dashboard.
- The Attach menu options show the item to be replaced in a tooltip instead of the option name, to match the Wear menu
- Added tooltips to the Eat submenu to show how much hunger/thirst/unhappiness will be changed, as well as displaying a warning about uncooked food and food that is better hot or cold.
- Added "Cooked in microwave" warning to Eat submenu tooltips.
- Don't wrap long lines in wear-item tooltips (the ones that display the bite/scratch bonuses)

 

TUTORIAL

- Added code for Turbo's new objective markers
- Added homing marker objective marker
- Added improved item highlights
- Improved Spiffo tutorial window placement
- Added (incomplete) work on controllers with tutorial 
- Added zombie alert when player opens curtain to see feeding brothers
 

CORPSES AND GENERATORS TIDY-UP

- Filling a grave is now a separate action from burying the 5th corpse. It still happens automatically after burying the 5th corpse.
- Burying a corpse no longer plays a shoveling animation. This was broken since the shovel couldn't be equipped while the corpse was still in the player's hands, so the shovel might appear in the player's hands and on their back.
- When equipping an item in the hands, corpses and generators are dropped first in a separate action. Dropping a corpse or generator used to happen instantly as soon as the item was equipped.
- Items in the hands are unequipped in a separate action before picking up a corpse or generator. This looks better when the equipped items are in the hotbar.
- Right-clicking on an equipped corpse or generator says "Drop" instead of "Unequip".
- Fixed "Grab One / Grab Half / Grab All" being displayed for stacks of corpses in a container.
 

CAMPFIRE AND FIREPLACE TIDY UP

- Charcoal may be used as fuel in campfires and fireplaces.
- Each use of charcoal adds 30 minutes of fuel to a bbq/campfire/fireplace, instead of using the entire bag.
- Charcoal barbeques can use the same fuel and starting methods as campfires and fireplaces.
- Only clothing with FabricType defined (stuff that can be torn) can be used as fuel in a bbq/campfire/fireplace.
- New "Add Fuel" and "Light Fire" tooltips show the amount of burn time for each item.
- Stopped rain reducing campfire fuel twice as fast, as it looked like a bug.

 


MODDING AND COMMUNITY TRANSLATION

 

- Added a fix/function for radio modding, to allow for timing sensitive stuff like voice-over mods.
- lines in WordZed can now be prefixed with "${t:xx.xxx}" where x is the amount of seconds. This will override the standard line triggering limitations in the radio system and use the supplied amount seconds before moving to the next line.
 

- Removed the hard-coded list of languages so mods can add new languages.
    Languages are loaded by looking in the media/lua/shared/Translate folder for the game and any active mods.
    In each language folder, a new file called language.txt specifies the name and character encoding.
    The old "Language" enum is now a class.  This shouldn't break mods (unless they were calling an unimplemented method).
 
- media/lua/shared/Translate/XX/language.txt files may have a line "base = YY," where YY is the name of another language to use for missing translations, before using the default language EN.
    - For example, a mod that wants to override some French translations could use this language.txt file:
    VERSION = 1,
    text = French Mod,
    charset = Cp1252,
    base = FR,
    
- Added map description.txt and title.txt translation files to the media/lua/shared/Translate/EN/<MAP>/ folders. These are now read for the English language so they can be overridden by mods.
- Fixed untranslatable text "Delete 'preset'?" in the sandbox options ui.

 


BALANCE

 

- Tooltips for freezing or thawing food displays freezing time.
- Cooking time is no longer displayed for frozen food (because it can't be cooked).
- Added a recipe for emptying a Griddle Pan.
- Changed Empty Paint Bucket to store water.
- Only digital watches show the date in the time display.

 


ANIMS


- Enabled EarlyTransitionOut for 1HDefault and SpearDefault.

- adjusted the female bash mesh to look a bit more natural
- tweaked hand positions of 2h strafe left and right
- added style option to Rachel hairstyle and tweaked some other style options.
- added masks to eating actions to improve blend between upper and lower body
- adjusted Bob/Bob_StrafeAimSpear_Right.X and Bob/Bob_WalkBwdAim2H_Heavy.X as weapon was not anchored in hand
- adjusted 2H_heavy attacks to end in correct pose
- Fixed a bone-reparenting issue that caused weapons to slide around in the hands, most noticeably when fast-forwarding.
- Declared IsoLivingCharacter.bareHands 'final', and fixed duplicate allocation.
- Reduced MinRange for various stabbing weapons to 0.61, which is the same as other stabbing weapons. Now that attacks take the zombie's head position into account, and the head is usually closer to the player
 than the body, MinRange doesn't need to be so large. The ranges can be viewed by enabling the Character.Debug.Render.AimCone debug option.
- Fixed stabbing weapons without CloseKillMove defined getting jaw-stab attacks.
- Fixed the shove animation restarting when the player starts or stops moving.
- Fixed the player hitting vehicles they aren't facing.
- Fixed the player's bit-while-sitting animation looping forever.
- Removed duplicate transition in zombie/walktoward/transitions.xml

- Updated transitions and anim variable sets and conditions to work with EarlyTransitionOut
    - All transitions are now listening to ActiveAnimFinishing instead of ActiveAnimLooped.
        - Using <m_time>Start<m_time> instead of <m_timePc>0</m_timePc>
        - Using <m_time>End<m_time> instead of <m_timePc>1</m_timePc>
    - This allows us to fire the event at the point of EarlyOut instead of at the very end.
    - Prevents infinite loops caused by waiting for an event at 100% that never comes.
     - This should work just fine with all existing anim states, while fixing all infinite loops.
    - To enable an EarlyTransitionOut for a node, simply add <m_EarlyTransitionOut>true</m_EarlyTransitionOut>

 

 

MAP UPDATES

 

- Fixed lack of generators in Kingsmouth and added new 'Hangar' room def
- Fixed non-cutaway wall on Studio
- General improvements to both challenge maps

 

 

FIXES

- The player will ignore zombies standing on the other side of a fence if there is a prone zombie on the near side of the fence.
- The player may target the head, waist or feet of prone zombies, instead of only the head. Targeting the head still does the most damage.

- Fixed weapons having an extra 0.5 range. 
    - This extra range was only supposed to be used before an attack starts, to see if a prone zombie or lunging zombie should be hit.
    - This shouldn't affect weapon ranges though, because now the position of the  head of standing zombies is checked, and it tends to be 0.5 units ahead of the body when a zombie is lunging.
    - In theory, this will increase the range from 0.5 to 1.0 when choosing to attack a standing zombie instead of a nearer prone one, +0.5 for the head relative to the body, and +0.5 for the "extra lunge range".

- Fixed being unable to equip a corpse or generator from a container if the player was carrying too much. This prevented the player grabbing a generator from a vehicle, for example.  It had to be dropped onto the ground first. The player was always able to equip a corpse or generator from the ground regardless of weight.
- Fixed a lua error using the farming context menu to plant seeds without waiting for the previous action to complete.
- Fixed chance of success and chance of damage sometimes being less than 0 or greater than 100 when installing or uninstalling vehicle parts.
- Fixed cutaway fences looking jagged at the bottom
- Fixed all of fences not cutting away
- Fixed Bite/Scratch protection from Tailoring and TV shows XP gain producing floating values
- Fixed situations in which Rip Sheets should be called Rip Clothing
- Fixed interrupted 'Pour tainted water' into an empty container action resulting in drinkable water
- Fixed Butchered caught animals not showing some weight and calories variation
- Fixed many clothing items that couldn't be ripped
- Fixed freezing and thawing times of food increasing as day length increases. I set the times to approximately match the existing durations at the default 30-minute day:
 Freezing:- 4 hours. Thawing: 15 minutes in an oven, 1.5 hours at room temperature, 3.0 hours in a fridge.
- Fixed the radial menu used to switch the furniture-moving mode not working.
- Fixed unnecessary counting of options in ISContextMenu.lua.
- Fixed lua error in ISMoveableInfoWindow caused by empty overlay sprites on furniture. Could add a "none" sprite to the overlay editor.
- Fixed the player's model lighting changing sometimes after equipping or unequipping items
- Fixed the UI flickering sometimes when offscreen rendering is enabled.
- Fixed languages not loading on Linux and MacOS.
- Fixed the appearance of the mods ui when there are no mods.
- Fixed carpentry materials not being removed from the player's hands after crafting.
- Fixed the OnTickEvenPaused event not being triggered when the game was paused. It was checking GameLoadingState.bDone=true, but that is set to false when loading finishes.
- Fixed the container buttons in the loot window not being updated after picking up or placing furniture.
- Fixed floating run animation after the player gets up after running into a zombie.
- Fixed corpses and zombies on the ground not having shadows.
- Fixed actions using the amount of puddle water on river/pool squares.
- Fixed the clock not being displayed with the new worn watches.
- Fixed the list of lights touching a square not getting cleared when moving to an area without lights.
- Fixed CurrentCell.roomLights.contains(i) instead of contains(roomLight).
- Fixed shadows going haywire on fast-forward.
- Fixed being able to take dirt from a square with a farm plant on it.
- Fixed being able to dig a furrow on an existing one.  There is already a "Remove" option.
- Fixed being able to place dirt/gravel/sand on a farm plant.
- Fixed leg-twitch while attacking with 2H weapons. The turning state did not have a way of exiting while an attack was happening.
- Fixed zombies failing to climb over fences or through windows sometimes.
- Fixed Disassemble context-menu action equipping a welding mask in the hand instead of wearing it.
- Fixed zombies sometimes walking slowly into walls when they are approaching the player.
- Fixed zombie-crawler/hitreaction/Default.xml animation being looped.
- Fixed missing "Campfire Info" option when clicking a campfire behind a carpentry wall.
- Fixed not being able to start bandaging wounds while moving, even though moving is allowed after starting.
- Fixed the inventory-window and loot-window selections changing as timed actions removed items.
- Possibly fixed multiple zombies getting jaw-stabbed by a single attack.
- Fixed the Wear submenu not showing bite and scratch defense bonuses. The Wear tooltip shows which items will be replaced, instead of the context-menu text being "Replace X with Y". This was done because sometimes several items are replaced, such as when putting on a Spiffo Suit.
- Fixed duplicating fanny packs and other items.
- Possibly fixed the player attacking after finishing the stagger-back animation. Needs feedback.
- Fixed bite and scratch defense always being green in the Wear tooltip.
- The Wear tooltip shows the item-to-be-worn's bite and scratch defense as well as the +/- change, the same way item tooltips do.  "Bite Defense: 0 (-10)" for example.
- Fixed the "Render Rain When Indoors" option not being changeable.
- Fixed "Dismantle Digital Watch" recipe not working with new watches.
- Added back "Craft Sheet Rope", "Rip Clothing", and "Rip Sheets" recipes.
- Fixed available recipes not being sorted to the top of the recipe list when the "Filter All" checkbox is checked.
- Changed some usages of Stack to ArrayList. Stack is synchronized which is a bit slower.
- Declared some fields and classes 'final'.
- Removed HandWeapon.directional
- Fixed some lambda-related gc
- Fixed the broken appearance of wrist-watch models caused by masks.
- Fixed text overlap in the Disassemble context-menu tooltips when using larger tooltip fonts.
- Fixed tutorial lua error when not using a controller.
- Stop creating a new inventory-window tooltip every time a tooltip is displayed, just reuse the existing one.
- Fixed the display of rotten-food hunger values in evolved recipe tooltips (too many numbers after the decimal point).
- Fixed inventory-window tooltips not being hidden when context menus are visible, when using the "Single Context Menu" option.
- Fixed lua error with context menus when not using the "Single Context Menu" option
- Fixed zombies crawling over furniture jumping upright when hit by the player.
- Fixed lua error right-clicking on items in the hotbar while the game is paused. Hotbar context menus are no longer displayed when the game is paused.
- Reuse ISContextMenu objects instead of creating new ones each time
- Fixed "... and 0 more" text in recipe tooltips when exactly 10 source items are possible
- Hide "Condition" in jewelry tooltips (any item with Cosmetic=TRUE).
- fixed bug in RichText Panel and Layout where drawTextLeft was called.
- Fixed "Rip Clothing" recipe not producing dirty strips from dirty clothes.
- Fixed not reusomh context-menu tooltips instead of creating new ones each time. The carpentry and metalwork menus together created 60+ tooltips.
- Possibly fixed the "Game Paused" message not being rendered after quitting to the main menu.

- Fixed some issues with the zombie climb-over-fence crawling attack.
    - The zombie's movement was restricted.
    - The angle to crawl wasn't always calculated correctly.
    - The test for the attack hitting wasn't quite right.
    - The player's immunity to these attacks didn't handle different framerates (IsoGameCharacter.lungeFallTimer).

- Fixed item.RequireInHandOrInventory being treated as DisplayName in ISInventoryPaneContextMenu.doEatOption() instead of an item type.
- Fixed DisplayName for Necklace_Choker_Amber and Necklace_Choker_Diamond.
- Fixed "Medium Silver Looped Earrings" being named "Gold".
- Rebuilt UI2.pack to add a few missing item icons, and the blood/hole/patch textures shown in the inspect-clothing ui.
- Fixed the Metalwork menu tooltips using the old DisplayName translations.

- Fixed Lua errors when adding fuel to a barbeque/campfire/fireplace from a stack of items before the previous action completes.
    This is an old issue where the same item is used by multiple actions in the action queue. After the first action completes, the item is no longer available for use by subsequent actions. This type of issue can be avoided by using the new ISContextMenu.addActionsOption() which adds a placeholder action to the timed-action queue. When the placeholder action starts, it calls a function to add the actual actions to the queue.
    The new actions are inserted into the queue immediately after the placeholder action.  The function that is called can find available items of the proper type, so the items to use are determined when the action starts, instead of when the context menu is first displayed.

- Stop invisible-player attacks creating noise which attracts zombies.
- Fixed grass/vegetation showing over interior walls when wind makes them sway

- Fixed traps exploit by placing window frames near them making them indestructable.
    - traps can no longer be placed near windowframes/hoppables
    - if a windowframe is constructed near the trap after placing the trap first, the trap will consume bait but never catch anything

- Fixed fossoil sign infinite pick up / acting as lightswitch. This will be fixed for new worlds, however existing worlds will have the problem remaining due to saved data
- Fixed unnecessarily creating copies of clothing model textures that don't have blood, dirt or holes. This mostly includes bags, hats, jewelry and watches
- Fixed the "zombie surprised player" sound not playing. This broke when we started spawning zombies in houses before the player entered the house. They used to spawn as soon as the player opened the door to a room.
- Fixed text width of "Hair" and "Beard" translations in the character-info ui not being taken into account when aligning text.

 

 

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  • nasKo pinned this topic

- Fixed item.RequireInHandOrInventory being treated as DisplayName in ISInventoryPaneContextMenu.doEatOption() instead of an item type.

 

Can you clarify this point?
In my mod Smoker - the Smoker context menu has become red and the character cannot smoke a cigarette from the mod.

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Fixing and adding various little things is very cool, but the multiplayer game is so lacking that the gap is already starting

image.png.370df6f1bafdb7515c3637dbef5a7cc5.png

 

The new context menu is very convenient for playing from the controller, the fact that the watch now has weight and is visually visible on the hand is very cool, thanks for the nice little things.

 

The shadow under the corpses rushes strongly into the eyes, please make it smaller or remove it as before, apparently only in new worlds you can use the boiler, that is, pour water into it, in my save from 41.39 I cannot pour water into the boiler unfortunately :(

image.png.91e61899e5bf52b4cead8074c00fd356.png

I apologize in advance that on the screenshot everything is in Russian (it may not be clear to you), but still, the boiler is already empty, but it shows that there is 100%

 

I think this is the last edit.
In general, it is suitable, as it seems to me, the game began to go better, but the shadows under the corpses (I'm not sure about this) seem to create lags, sags to 30 or even 25 sometimes

Edited by AlexRus123
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Came back after a couple of updates, love all the customizations being added to the game i hope there's some clothing coming too i just love collecting all that stuff ^^.  I just have one quick question though? Is there a setting somewhere for the accumulation of dirt on the character and where can i find it? I don't want to deactivate it entirely, i would just lower it a little bit. It's kindda weird that i don't even have time to loot the entire spawn without looking like i've spent the day working the fields xD (it always happen before i even get outside for the first time)

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7 hours ago, eldergamer said:

Released 41.40 July 30th... It's 9pm Aug 9th still not on GOG...

 

Come on...

 

Fellow that usually does it needs some downtime, so it could still be a few more days.

 

Edit: it looks like only the hot fix wasn't updated. It's available through GoG Galaxy, as Nasko says below.

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I'm responding to multiple post in this post because it seems I can post but not reply to posts at the moment. Not sure why. I've tried both Waterfox and Chrome but neither seem to make a difference. I'll have to post a troubleshooting request about it on another part of the forum. Unless anyone knows what going on then please let me know.

 

 

17 hours ago, Misha said:

OMGOG😱

 

Awesome 😀

 

 

12 hours ago, EnigmaGrey said:

Fellow that usually does it needs some downtime, so it could still be a few more days.

 

Edit: it looks like only the hot fix wasn't updated. It's available through GoG Galaxy, as Nasko says below.

 

Thank you for your replay.

 

 

10 hours ago, nasKo said:

image.png

 

It looks like I need to speak to GOG about updating again. This is not the first time they moved like molasses in December. I spoken with them about this very thing before. They admitted it was them and that they were working on the issue. That was several years ago if memory serves.

 

Thank you for bringing this to my attention.

 

Eldergamer

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