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Batsphinx

IWBUMS 41.44 released

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NEW

 

- Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
- Use radio buttons instead of checkboxes for available bags in the forage ui.
- Bloodied and dirtied backpacks can now be washed.
- Removed the "Age" stat from the character info panel
- Add Yes/No prompt after pressing quit to desktop
- Arrange option-screen controls better when the resolution changes.
- Re-enabled the FPS counter - displayed with K by default. Should work okay now.
- DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
- Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
- Added new hairstyles - center parting, side partings etc
- Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
- Added petrol can 3D models (also petrol can can now be held in hands)
- Forbid switching between front and back seats in the police car, since there's a divider between them.
- Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
- Added animations for equipping and un-equipping items and clothing.
- Added new sitting animation used when performing timed actions.
- Allow fishing rods, spears and lures to be taken from bags when used.
- Allow stopping ringing clocks and watches in inventory while moving.
- Updated translations.

 

COMBAT FIXES

 

- To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
- Zombies standing behind the player will not prevent ground attacks.
- As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
 than 1.5.
 

- Given a choice between two zombies on the ground:
 1) Give higher priority to a zombie that is getting up.
 2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
 

- Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
 

- Fixed infinite ammo exploit with RackAfterShoot firearms.
 

- Improved the appearance of the aim outlines around zombies and improved colors.
- Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
 "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.

 

FITNESS

 

(Will require balance still, and will be put into the health panel next to temperature etc. in next patch)
 

- Right click anywhere to bring up the fitness UI.
- Select an exercise (some require items, like dumbbell), select how much time and click ok.
- Exercise Fatigue will be induced approx 12h after the end of exercise.
- Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
- The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
- System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
- Includes "struggling" version of exercises for lower fitness level characters.
- Some professions have existing regularity in certain exercises (fitness instructor, fireman..)


WATER TIDY-UP

 

- Changed "Quench Thirst" back to "Drink" for water-containing items.
- Changed "Remaining: Percent" to "Water: Current / Max" in tooltips for these object context-menu options: Rainbarrel info, Water Dispenser info
- Changed "Percent full" to "Water: Current / Max" in tooltips for these item context-menu options: Add Water From Item, Drink (from an item), Fill (taking water from an object into an item), Pour Into
- Added a tooltip displaying "Water: Current / Max" when drinking from a sink or other object, as well as whether the water is tainted.
- Drinking from sinks before the water shuts off, or rivers, displays "Water: Unlimited".
- Always display the Drink context-menu option for drinking water from objects.
- Drinking water from items and objects will reduce thirst to zero instead of possibly leaving some fraction < 0.1.

 

BALANCE

 

- Bullets are taken from bags when pressing the reload key without using the radial menu.
- Fixed a couple places where weapon weight wasn't adjusted when bullets were added or removed.
- Equipped weight on flashlights now shown.
- Rename Roasted Vegetables to a Roast
- Scrap metal now produced when dismantling car wrecks
- Renamed ".44 Magnum Magazine" to ".44 Magazine". The Magnum is a revolver so doesn't take a magazine. The .44 Magazine goes into the D-E Pistol.
- Hitting a zombies while going backward in a car can now damage gas tanks.
- Destroyed traps can return multiple items, those using twine return the full twine cost
- Storms now less dark during daytime
- Antique stove can now spawn in a crate in any warehouse (very rare)
- Fixed wrong items appearing in roomtype 'camping'
- Fixed wrong items appearing in roomtype 'bakery'
- Added roomtype 'campingstorage' to lists: Same lootlist as camping, better rolls, crates (cardboard boxes?) only.
- EggCarton spawn chance increased. Small chance of finding two egg cartons in fridges.
- Increased numbers of floorboard stashes in houses and numbers of items in them.
- Increased odds of stuff spawning in bags on zeds


FOX'S CUTAWAY POLISH

 

- Player-built walls that enclose a space no longer collapse if there's no window
- Fixed cutaway starting as soon as character sets foot on stairs
- Fixed cutaways loading issues
- Fixed cutaway of fences and walls starting a bit too late.
- Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
- Fixed cars being seen through closed garages
- Fixed cutaways with missing tile properties

 

MODDING AND TRANSLATION

 

- Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items.
 Previously, it was using the old DisplayName_XXX translation.
- Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
- Added %-substitutions to translations:
 ContextMenu_Add_Ingredient
 ContextMenu_Create_From_Ingredient
 ContextMenu_From_Ingredient.
- Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
- Added "Tags = Screwdriver" to the Screwdriver.
- Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
- Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
- Added Tags=CanOpener to TinOpener.
- Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
- Added Tags=FishingRod and Tags=FishingSpear to rods and spears.

 

ANIMATION CHANGES

 

-cropped Bob_RunStumble.X
-tweaked xmls to get smoother get up from scramble
-capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
-unified Bob_WeddingJacket.X normals
-created ShortSleeveShirt Body Location
-changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
-hiding fanny packs with certain clothing items
-removed ApronTEXTURE from outfit Waiter_Diner
-capped some male and female clothes
-tweaked transition and blends between run and sprint. sneak versions also done.

 

UI TIDY-UP

 

- Hide the post-death text when the quit-to-desktop dialog is visible.
- Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
- Fixed layout of some things at different font sizes.

 

OPTIMIZATION

 

- Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
- Declared a lot of classes and fields 'final'.

 

FIXES

 

- Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
- Fixed ambulance door mask to correct left and right
- Fixed some see-through clothing on corpses
- Fixed the player being immune to attacks from the front while holding bags in both hands.
- Fixed Sugar not having nutritional value
- Fixed Stone Axe weighing more than elements needed to assemble it
- Fixed Cooked Rice and Pasta never rot
- Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
- Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
- Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
- Fixed exception in IsoCell.CullFullyOccludedSquares().
- Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
- Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
- Fixed lua error when build cursor is on empty squares (above ground level) 
- Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
- Fixed being able to dig graves in interior
- Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
- Fixed trap spawning items when regularly removing it (non breaking)
- Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
- Fixed not racking some weapons after each shot.
- Fixed issues with firearm and magazine weights.
- Fixed muzzleflash textures not being visible on the first shot.
- Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
- Fixed the debug FPSGraph not being rendered unless the clock is visible.
- Fixed corpses being drawn beneath railroad tracks and graves.
- Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
- Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
- Fixed SmallCar extents not matching physicsChassisShape.
- Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
- Fixed animation lockup with emotes.
- Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
- Fixed deafening multiple thunder noises on speeds > 1
- Fixed exception when scavenging if more than one type of item is found.
- Fixed items required for repairing items not being taken from bags.
- Fixed "Dig Furrow With Hands" not being displayed when using a controller.
- Fixed the hotbar being displayed for splitscreen players using a controller.
- Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
- Fixed lua error repairing vehicle parts.
- Fixed the player tripping in trees when in ghost mode.
- Fixed getting free ammo when spamming the unload-magazine command.
- Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
- Fixed drainable items losing their Favorite status when emptied after being used in recipes.
- Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
- Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
- Fixed clothing sometimes not getting a hole when it should.
- Fixed sprinters pursuit collision
- Fixed a lots of missing cutaway properties.
- Fixed tied hair that's grown out still having 'untie' options
- Fixed fishing from a long distance away
- Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
- Fixed missing overlays in pie shop
- Fixed saplings grown by erosion system slowing and scratching player
- Fixed various mapping bugs
- Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
- Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons
 unless the player's inventory (not a bag) was displayed.
- Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.

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Posted (edited)

Do we need a start a new game for these to take place or they work with previous build?

also ''  Increased numbers of floorboard stashes in houses and numbers of items in them. '' I thought this was non-existent anymore, daaaamn.

Edited by Burleon

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36 minutes ago, Burleon said:

Do we need a start a new game for these to take place or they work with previous build?

also ''  Increased numbers of floorboard stashes in houses and numbers of items in them. '' I thought this was non-existent anymore, daaaamn.

After your savegame is converted from .43 to .44 you will be able to continue a save in vanilla. 
Can't speak for the various constellations of mods.

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Posted (edited)

Thanks guys! Great job!


I'm still getting unplayable FPS drops at the prison though. Even when zoomed in. 3.7GHZ Quad-Core with 16 GB of RAM and a GTX 1050. It shouldn't be happening. 

Edited by laagamer

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6 hours ago, Batsphinx said:

Antique stove can now spawn in a crate in any warehouse (very rare)

This is gold. No more hiking out into the middle of nowhere to one of the few set locations for a stove.

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1 hour ago, laagamer said:

Thanks guys! Great job!


I'm still getting unplayable FPS drops at the prison though. Even when zoomed in. 3.7GHZ Quad-Core with 16 GB of RAM and a GTX 1050. It shouldn't be happening. 

Nothing they can do about it. Java doesn't handle large values well to say the least. If you want a quick laugh stockpile about 2000 cigarettes and transfer them to a container and and watch the game almost crash lol. My advice is either A: don't go to the prison B: play with normal populations or even lower than normal but make the zeds superhuman and sprinters for a tough challenge or C: just deal with it lol. Devs have said it will never run well with high zed populations. Maybe that will change but not in the forseeable future. Your rig is better than mine and I don't lag with lower populations unless I am driving fast through multiple cells where hundreds of zeds are loading and unloading. Prison gets slight hang ups with normal populations but acceptable. Same with the mall. Everything else is good.

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2 hours ago, Plasmablade said:

Nothing they can do about it. Java doesn't handle large values well to say the least. If you want a quick laugh stockpile about 2000 cigarettes and transfer them to a container and and watch the game almost crash lol. My advice is either A: don't go to the prison B: play with normal populations or even lower than normal but make the zeds superhuman and sprinters for a tough challenge or C: just deal with it lol. Devs have said it will never run well with high zed populations. Maybe that will change but not in the forseeable future. Your rig is better than mine and I don't lag with lower populations unless I am driving fast through multiple cells where hundreds of zeds are loading and unloading. Prison gets slight hang ups with normal populations but acceptable. Same with the mall. Everything else is good.

 

Actually we do have plans to improve performance when huge hordes are around, but it's currently in the air whether or not it'd make it into 41. It'd probably be best to expect it in the builds beyond at this point. 

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I really hope the GoG version gets updated before the week end.

 

This update looks really good can't wait to work out virtually :)

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a few animations need to change

1: I don't have a book while reading a book: D

2: If we had a corpse on our shoulders while carrying a corpse
and throw it while holding it, it could be a better detail

3: So yes it's a bit early, but the character's walking and running animation is very robotic. I wish I knew something and helped it, it was a game I liked

 

you will be very happy if you take a look at it sometime

GOOD JOB , GOOD LUCK.

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I'm curious as to why you removed the age counter? Was it viewed as useless or are there other functions involving age being considered? It didn't do much, but the age seemed to add a bit of entertainment.

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From NEW:

On 10/8/2020 at 1:30 PM, Batsphinx said:

- Allow fishing rods, spears and lures to be taken from bags when used.

(Today is a good mood - I'll add this NEW category.)

-------------------------------------------------------------------------------------------------------------------

From balance:

On 10/8/2020 at 1:30 PM, Batsphinx said:

- Bullets are taken from bags when pressing the reload key without using the radial menu.

(It's rainy today, I guess I'll leave that in balance.)

-------------------------------------------------------------------------------------------------------------------

From Fixes:

On 10/8/2020 at 1:30 PM, Batsphinx said:

- Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.

 

On 10/8/2020 at 1:30 PM, Batsphinx said:

- Fixed items required for repairing items not being taken from bags.

(Bad mood today - I'll put that in the fixes.)

-------------------------------------------------------------------------------------------------------------------

It's all about drag items from the bag. Who else will tase you here - huh? Have fun :)

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Hello all,

minor bug report: with this update you are no longer able to switch weapons from the belt, while holding down the right mouse button.

So if you have no2 belt item out, and press 3 while right clicking, nothing happens - you have to let go of r-click, switch weapon (press 3), right click again and then attack.

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On 10/8/2020 at 3:30 AM, Batsphinx said:

COMBAT FIXES

 

- To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
- Zombies standing behind the player will not prevent ground attacks.
- As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
 than 1.5.
 

- Given a choice between two zombies on the ground:
 1) Give higher priority to a zombie that is getting up.
 2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
 

- Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.

Hi there, very much enjoying the new update. I'd like to highlight a concern with the above however.

 

I'm pretty sure these changes have made the player also prioritize zombies standing on the opposite side of a fence/window or climbing over more than ones that have already fallen over the fence. This makes combat on fences or windows even more dangerous and unreliable than before as the character will attempt to target the zombie still not climbing over the window while a prone one on the floor lunges and stuns the character or knocks them over with impunity. I'm not sure if higher priority to zombies doing the lunge attack over standing zombies would solve this or is viable for the devs, but would appreciate anything that could be done to tighten up targeting in this aspect.

 

Thanks again for the update! I've never been more glad that the days of tree-pushing are over.

Edited by Optimism
Clarified sentence

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