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IWBUMS 41.55 released


Batsphinx

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41.55 Patch
 

NEW


- Added new 3D items + fixed some.
- Added a context menu for choosing which CD/VHS to insert into the device (when using a controller)
- Display CDs and VHS tapes in the Training Materials UI

- Updated main-menu credits.
- Updated community translations.


ANIMS

- Changed climb fence success anim to a quicker finish  
- Tweaked climb fence fail  
- Shaved off a few frames from Bob/Bob_StaggerBack_3m  
- Adjusted Bob_AttackPistolWhip02.X to same length as shoves  
- Tweaked head of Bob_WalkBwdAimHandgun.X to better blend with other anims  
- Shaved off some frames from Bob_StaggerForward.X  


MODDING


- Added optional vehicle.passenger.showPassenger=true|false parameter for iBrRus.
 When true, the player model isn't hidden when entering, exiting or sitting in that particular seat.


BALANCE

- Player running through a horde will now have greater chance of falling
- Full helmets less likely to fall from zombies attacks.
- Gave vehicles more engine force in first gear.


TRANSLATIONS


- Added translations for Boredom/Stress/etc notification text above the player's head.
- small delay when switching cd/tape on/off
- bzzt-fzzt and zap sound when switching on tape


SOUNDS


- re-balanced the whole reverb/direct signal mix
- tweaked the music volumes of individual tracks a bit (though there might still be more minute things to tweak)
- adjusted player and zombie footstep loudness 
- new scratch lacerate and bite assets with mix adjustments to make them stand out more
- new window thump sounds with 70% chance of additional window "squeak" layer
- first set of new door thumps, we're planning to add a condition parameter to change the sound based on door condition
- some mix adjustments to wind/rain 
- added some fake occlusion for the zombie voices based on their character inside / outside states relative to the players inside outside state until the occlusion system rework
- adjusted balance of finish sound to make them pop out more
- "fixed" the timing issue of the stomp -> head smash delay by delaying the stomp sounds 200ms in general
- turned down drink from sink sound, that was too loud
- fixed the glass breaking sound being too low
- adjusted ambient bed mix to reduce general air backdrop loudness
- made birds / wildlife a bit more sparse
- tweaked the standard car engine a bit
- reduced the volume of the car damage layer
- Added multistagebuild.CompletionSound, the sound that plays when a wall is upgraded.
- minor tweaks and balance
- Fixed some ambient sounds being controlled by the Sound Volume slider instead of the Ambient Volume slider.
- Play the Painting sound when painting signs.
- Added optional ISBuildingObject.completionSound which plays when finishing a carpentry or metalwork action.
- Allow a food item's CustomEatSound script parameter to be an empty string to play no sound instead of the default eating sound.
 This can be used when the animation will play a sound at the right time, instead of starting the sound at the beginning of the action.
- Smoking cigarettes plays the Smoke sound once during each animation loop.
- Updated scripts with BuildMetalStructureXXX and BuildWoodenStructureXXX sounds (they are not implemented yet).
- Play a breaking-object sound when picking up furniture fails.


FIXES


- Fixed hotdrink not working with some mug + double recipes. (Reminder: you need a mug with water to start a hot drink)
- Fixed the selected container in the Loot window changing due to the player turning while transferring items.
- Fixed untranslated Perk names in halo text when a new level is attained.
- Fixed endurance not being drained due to running during "Walk To" movement (or any automatic movement).
- Fixed Lua error trying to play a CD/VHS with the controller.
- Fixed the hotbar remaining hidden after unplugging player #1's controller and reverting to keyboard and mouse.
- Fixed (hopefully) random textures appearing when displaying corpses for the first time.
- Fixed a Lua error with commit 7143 "Fixed the selected container in the Loot window changing"
- Fixed auto-zoom while in a vehicle not respecting the enabled Display zoom options.
- Fixed attaching trailers to vehicles that were removed from the world after being replaced by smashed versions.
- Fixed missing comma in FertilizerEmpty item script.
- Fixed collision properties of stair pillars not being set properly after constructing stairs.
- Fixed "Index -1 out of bounds for length 8" exception in FliesSound due to negative z corpse coordinates.
- Fixed the position of the rotate-item prompt in splitscreen.
- Fixed IsoStove.doSound() exception that happens when a running stove is destroyed by fire.
- Fixed rotate-item prompt appearing when using a controller.
- Fixed the tooltip for the farming cursor and wall-upgrade cursor not being hidden after shoving.
- Fixed missing Tooltip_item_StackWeight (got lost in community-translation update).
- Fixed the Survival Guide being displayed when using a controller; it doesn't work with it currently.
- Fixed the Training Materials button overlapping other text with 3x font size and many traits.
- Fixed missing "/" characters in the Log Wall context-menu tooltip.
- Fixed crafted double-door objects losing some properties when opened (in particular, the thumpSound).
- Fixed missing Tutorial zombie noise, but temporarily using old TutorialZombie sound
- Fixed replacing roofs_accents_xxx sprites with the wrong burned-roof sprites.
- Fixed the Smash Window action being immediately cancelled due to the controller B button being pressed.
- Fixed displaying a context menu of CD/VHS choices when dragging an item to the Device Options window. It is only needed when using a controller.
- Fixed being unable to wash a single bandage in a bag (it wasn't transferred to main inventory first).
- Fixed Joypad tutorial
- Fixed various aspects of tutorial where people were going wrong
- Fixed inventory pane no longer stuck open after nullify mouse drag in tutorial
- Fixed right click menu working after nullify mouse drag in tutorial
- Fixed duplicate issue in more places, when dropping on other locations (ISInventoryPane + ISInventoryPage) in tutorial
- Fixed inventory pane no longer stuck open after nullify mouse drag in tutorial
- Fixed right click menu working after nullify mouse drag in tutorial
- Fixed bandanas providing far too much head protection
- Fixed some containers being rendered high off the ground after being moved by the player.
- Fixed zombies rotating to face the player during hit-reaction and stagger-back animations. This usually happened when hitting zombies from behind.
- Fixed zombies climbing through windows that are behind them. This sometimes happened after the player shoved a zombie into a window.
- Fixed a Lua error in the main menu after deleting the last savefile. The Continue and Load buttons were hidden but still accessible using a controller.
- Fixed some wrong calcul when doing multistage building, ending doing a lvl1 wall, upgrade to lvl2 having more health than a "pure" wall lvl2.
- Fixed placed 3D items being removed by the SandboxOptions WorldItemRemovalList 
- Fixed furniture not appearing when in a stationary car - this was caused by an optimization. Furniture will now only disappear if cars are moving at a middle-high speed.
- Fixed the "infected" flag on body parts not being set to false after a wound heals.
- Fixed an issue placing 3D items with the Double-sized Textures option turned off.
- Fixed the hotbar remaining visible after hiding all UI elements.
- Fixed item container being set to nil in some cases.
- Fixed 1-frame delay before corpse textures appear.
- Fixed the stove-running sound not stopping sometimes with two-part stoves.
- Fixed ingredients not going back to their original container when using the Crafting window.
- Fixed ingredients not going back to their original container sometimes when doing "Craft All".
- Fixed duplicate context-menu "Rest" options for tents.
- Fixed some instances of zombies turning while lying on the floor - needs further feedback.
- Fixed (hopefully) an "invalid direction" exception in BrokenFences

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  • nasKo pinned this topic

1) Huge thanks to all of you for your continued hard work. Y'all are awesome. 💜

 

2) Did I miss it or does this update address the issue of moved sinks etc. being unable to be plumbed back to a house before water has been shut off? If not, is there any ETA on a fix?

 

3) My wife and I occasionally have encountered an issue where an item in our inventory becomes completely unresponsive. Cannot be moved, dropped, placed, or otherwise interacted with despite the menu options being there and the item's weight still counting toward inventory weight limits. Would anything from this update have potentially fixed that problem?

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33 minutes ago, valrix said:

Dang, it looks like Dish Towels still have the option to 'Dry Myself" even the player is already dry

Probably one of the longest running bugs out there, i remember back in the b40 when vehicle were IWBUMS and i had less then 100h in PZ, i would gather Dish towels and bathroom ones in numbers greater then 50 to dry myself thinking that my character had some skin condition, they would all get completely wet and i would still have the option to "dry myself".

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Friends, applause.
The update is (how to say it?) good enough.

Just 3 comments: - Silent start of the vehicle engine
                               - the sound of the engine seems "doubled" to me
                               - The sound of a zombie hitting the door "buch- - -BUUCH. It reminds me of picking up coal with a shovel and throwing it into the cellar.

It's just my subjective impression, so I'm not expecting a quick fix.

And thank you for improving vehicle use and towing. (Does the engine speed really have to be so high for a gear change?)

Thanks.

 

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I've been playing the Project Zomboid since a very early version, and the game hooked me then. With each update, with each new detail, I realize that I am witnessing an interesting story. I really like that the developers are working so hard on the game, paying attention to every little thing and listening to their community. I express my respect to the team of the Project Zomboid . I hope that by the release of multiplayer, the game will be as cool and exciting as it is now. Sorry for the bad English, I'm from Russia.

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I know it must seem thankless to put out huge updates and then have a lot of criticism from the player base, but honestly love how this dev team takes it all in stride and continues revising/updating based on their own internal roadmap and the feedback they get from the community! Looking forward to testing out this new version and hearing the sound adjustments!

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14 hours ago, valrix said:

Dang, it looks like Dish Towels still have the option to 'Dry Myself" even the player is already dry

 

14 hours ago, Astatine said:

Probably one of the longest running bugs out there, i remember back in the b40 when vehicle were IWBUMS and i had less then 100h in PZ, i would gather Dish towels and bathroom ones in numbers greater then 50 to dry myself thinking that my character had some skin condition, they would all get completely wet and i would still have the option to "dry myself".

 

Yeah, oldie but goldie - will be a sad day when it's fixed :)

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On 9/28/2021 at 8:46 AM, Batsphinx said:

- Fixed some instances of zombies turning while lying on the floor - needs further feedback.

 

I'm still seeing a lot of this. Zombies rotating 180 degrees while on the ground, rotating while I'm hitting them, and the occasional flipping zombie, where they kind of flop up into the air and then land facing the opposite way, usually resulting in my smacking their feet instead of their head. I've not noticed it any better, I'm getting it with regular frequency. Unless their were other instances that were fixed of this, it seems just as rampant as it did before. There was a bug report issue for it here where I've also included an older video, 41.50, where I had the air flipping happen, no video of the rotating while on the ground though.

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On 10/3/2021 at 12:43 AM, Sedgwick said:

 

... the occasional flipping zombie, where they kind of flop up into the air and then land facing the opposite way...

I had this situation today. It might have something with tight places as it happened in such place for my case.

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  • MadDan unpinned this topic

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