lemmy101 Posted August 12, 2013 Share Posted August 12, 2013 REMEMBER: This is a forum test release because it may have new bugs or other serious issues, in fact a few we're aware of already and this latest build hasn't had a huge amount of closed testing. However we'd like to extend it to a forum test to get any remaining issues as quickly as possible. If not comfortable with that, please wait until official release on Desura, which should hopefully be for Mondoid if it goes well. REMEMBER, it's always advised to manually back up your saves (C:\Users\<username>\Zomboid\<gamemode>) when using forum builds. Version 2.9.9.15 : http://theindiestone.com/forums/index.php/topic/763-forum-test-release-project-zomboid-version-29915/ HOT FIX FOR GOD MODE (sorry for that) : go in media/lua/camping/camping.lua and replace everything with that :------------------------------------------------------------------------- CAMPING MOD ---- CODE BY ROBERT JOHNSON ---- TEXTURE BY THUZTOR --------------------------------------------------------------------------- OFFICIAL TOPIC ---- http://theindiestone.com/community/viewtopic.php?f=31&t=8968 ---- -------------------------------------------------------------------------require 'luautils'camping = {};gameTime = {};camping.player = {};camping.playerData = {};camping.tick = 0;camping.currentGridSquare = {};camping.campfires = {};camping.tents = {};camping.cookingFood = {};camping.upHeatOk = false;camping.hourElapsed = 0;camping.previousHour = 0;camping.campfireXp = 0;camping.forcedSleep = false;camping.tentClicked = {};camping.mouseLeftClicked = false;camping.mouseRightClicked = false;camping.doCamping = function(character, item) camping.currentGridSquare = camping.player:getCurrentSquare(); if(item:getType() == "FireWoodKit") then camping.lightFireWithWoodKit(); elseif(item:getType() == "SteelAndFlint") then camping.lightFireWithSteelAndFlint(); endendcamping.lightFireWithSteelAndFlint = function() -- fireSteelAndFlintActionendfunction fireSteelAndFlintAction() local currentCampfire = camping.getCurrentCampfire(); -- 1 to 3 chance to start fire with wood kit ! local randFireNumber = 3 - camping.campfireXp; if(randFireNumber < 1) then randFireNumber = 1; end local randFire = ZombRand(randFireNumber); if(randFire == 0) then currentCampfire.fireLvl = 2; camping.changeFireLvl(currentCampfire); camping.gainXp(); endendcamping.lightFireWithWoodKit = function() --fireWoodActionend-- light the campfire with wood (Kindling)function fireWoodAction(currentCampfire, player, isOutdoorsMan) -- 1 to 5 chance to start fire with wood kit ! -- a outdoorsman have a greater chance to light the fire local randNumber = 6; if isOutdoorsMan then randNumber = 2; end if ZombRand(randNumber) == 0 then currentCampfire.fireLvl = 2; camping.changeFireLvl(currentCampfire); else -- fail ? Maybe the wood kit will broke... if ZombRand(randNumber) == 0 then player:Say("I broke my kindling..."); player:getInventory():Remove("FireWoodKit"); else player:Say("Crap, I fail..."); end endend-- The Doors FTW ! camping.lightMyFire = function(campfire, player) local lighter = player:getInventory():FindAndReturn("Lighter"); lighter:Use(); campfire.fireLvl = 2; camping.changeFireLvl(campfire);end-- edit the sprite according to the fire lvlcamping.changeFireLvl = function(campFire) if campFire.gridSquare then local previousCont = campFire.tile:getItemContainer() or ItemContainer.new(); camping.removeTileFromGrid(campFire.gridSquare); local tile = IsoObject.new(campFire.gridSquare, "TileThuztorFirePit_0", "Campfire"); if(campFire.fireLvl == 1) then tile = IsoObject.new(campFire.gridSquare, "TileThuztorFirePitMedium_0", "Campfire"); elseif(campFire.fireLvl == 2) then tile = IsoObject.new(campFire.gridSquare, "TileThuztorFirePitBig_0", "Campfire"); getSoundManager():PlayWorldSound("campfire", false, campFire.gridSquare, 0, 10, 1, true); end campFire.tile = tile; campFire.tile:setOutlineOnMouseover(true); campFire.tile:setContainer(previousCont); campFire.gridSquare:AddTileObject(tile); camping.saveData(campFire); endend-- add petrol (from petrol can) over the campfirecamping.addPetrol = function(campfire, player) local petrolCan = player:getInventory():FindAndReturn("PetrolCan"); petrolCan:Use(); campfire.hasPetrol = true; camping.saveData(campfire);end-- add a campfire to the groundcamping.addCampfire = function(grid) local id = #camping.campfires + 1; local newCampFire = {}; local tile = {}; if grid then tile = IsoObject.new(grid, "TileThuztorFirePit_0", "Campfire"); grid:AddTileObject(tile); newCampFire.tile = tile; newCampFire.tile:setOutlineOnMouseover(true); newCampFire.tile:setContainer(ItemContainer.new()); newCampFire.gridSquare = grid; newCampFire.x = grid:getX(); newCampFire.y = grid:getY(); newCampFire.z = grid:getZ(); newCampFire.addTile = "false"; else newCampFire.addTile = "true"; end --tile:AttachAnim( "Smoke", "01", 4, IsoFireManager.SmokeAnimDelay, 0, 12, true, 0, false, 0.7f,IsoFireManager.SmokeTintMod ); --tile:AttachAnim( "Fire", "01", 4, IsoFireManager.FireAnimDelay, -16, -72, true, 0, false, 0.7f,IsoFireManager.FireTintMod ); newCampFire.id = id; newCampFire.fireLvl = 0; newCampFire.hasPetrol = false; table.insert(camping.campfires, id, newCampFire); camping.saveData(newCampFire); return newCampFire;end-- add a tent to the groundcamping.addTent = function(grid) local id = #camping.tents + 1; local newTent = {}; if grid then grid:AddTileObject(IsoObject.new(grid, "TileIndieStoneTentFrontLeft", "Tent")); newTent.gridSquare = grid; newTent.x = grid:getX(); newTent.y = grid:getY(); newTent.z = grid:getZ(); newTent.addTile = "false"; else newTent.addTile = "true"; end newTent.id = id; table.insert(camping.tents, id, newTent); camping.saveData(nil, newTent); return newTent;end-- remove a tentcamping.removeTent = function(tent) -- we start to remove it from our tent list (camping.tents) local tentNew = {}; for iN,vN in pairs(camping.tents) do if(iN ~= tent.id) then tentNew[iN] = vN; end end camping.tents = tentNew; -- then remove it physically from the ground camping.removeTileFromGrid(tent.gridSquare); -- we notice into our modata that we don't have a tent here anymore camping.playerData["tent:" .. tent.id .. ":x"] = -1; -- we give back the tent kit to the player camping.player:getInventory():AddItem("camping.CampingTentKit");end-- remove a camp firecamping.removeCampfire = function(campfire) -- we start to remove it from our campfire list (camping.campfires) local campfireNew = {}; for iN,vN in pairs(camping.campfires) do if(iN ~= campfire.id) then campfireNew[iN] = vN; end end camping.campfires = campfireNew; -- then remove it physically from the ground camping.removeTileFromGrid(campfire.gridSquare); -- we notice into our modata that we don't have a campfire here anymore camping.playerData["campfire:" .. campfire.id .. ":x"] = -1; -- we give back the campfire kit to the player camping.player:getInventory():AddItem("camping.CampfireKit");end-- return the campfire on the gridSquare the player is standing on-- or from the gridsquare in parameter (if from context menu for example)camping.getCurrentCampfire = function(square) if not square then return nil; end for iCur,vCur in pairs(camping.campfires) do -- we test if the x,y,z of our currentGridSquare exist in the list of the campfires tile list if vCur.gridSquare and (vCur.gridSquare:getX() == square:getX() and vCur.gridSquare:getY() == square:getY() and vCur.gridSquare:getZ() == square:getZ()) then return vCur; end end return nil;end-- return the tent on the gridSquare the player is standing on-- or from the gridsquare in parameter (if from context menu for example)camping.getCurrentTent = function(grid) if not grid then return nil; end for iCur,vCur in pairs(camping.tents) do -- we test if the x,y,z of our currentGridSquare exist in the list of the tents tile list if vCur.gridSquare and (vCur.gridSquare:getX() == grid:getX() and vCur.gridSquare:getY() == grid:getY() and vCur.gridSquare:getZ() == grid:getZ()) then return vCur; end end return nil;end-- remove the campfire or tent (sprite) from the gridcamping.removeTileFromGrid = function(grid) for i,v in pairs(grid:getLuaTileObjectList()) do if luautils.stringStarts(v:getObjectName(), "Campfire") then grid:RemoveTileObject(v); elseif luautils.stringStarts(v:getObjectName(), "Tent") then grid:RemoveTileObject(v); end endendcamping.saveData = function(camp, tent) if(camp ~= nil) then if camp.gridSquare then camping.playerData["campfire:" .. camp.id .. ":x"] = camp.gridSquare:getX(); camping.playerData["campfire:" .. camp.id .. ":y"] = camp.gridSquare:getY(); camping.playerData["campfire:" .. camp.id .. ":z"] = camp.gridSquare:getZ(); end camping.playerData["campfire:" .. camp.id .. ":fireLvl"] = camp.fireLvl; camping.playerData["campfire:" .. camp.id .. ":hasPetrol"] = camp.hasPetrol; camping.playerData["campfire:" .. camp.id .. ":id"] = camp.id; camping.playerData["campfire:" .. camp.id .. ":addTile"] = camp.addTile; camping.saveItem(camp); end if(tent ~= nil) then if tent.gridSquare then camping.playerData["tent:" .. tent.id .. ":x"] = tent.gridSquare:getX(); camping.playerData["tent:" .. tent.id .. ":y"] = tent.gridSquare:getY(); camping.playerData["tent:" .. tent.id .. ":z"] = tent.gridSquare:getZ(); end camping.playerData["tent:" .. tent.id .. ":id"] = tent.id; camping.playerData["tent:" .. tent.id .. ":addTile"] = tent.addTile; endend-- load all our tent and campfirecamping.loadDatas = function() camping.player = getPlayer(); camping.playerData = gameTime:getModData(); local sec = math.floor(gameTime:getTimeOfDay() * 3600); camping.previousHour = math.floor(sec / 3600); camping.campfireXp = camping.playerData["campfireXp"] or 0; -- first we check in our table PlayerData all the thing starting with "campfire:" because they are my saving grid system -- with that we gonna make an unique array with the id of the index after campfire: (one index per campfire) local indexes = {}; -- load our campfire for iPData,vPData in pairs(camping.playerData) do for index in string.gmatch(iPData, "^campfire:(.+):") do if tonumber(index) then if indexes[tonumber(index)] == nil then indexes[tonumber(index)] = index; end end end end -- now we fetch our indexes array to get all our grid information (x,y,z etc.) for ind,var in ipairs(indexes) do local x = camping.playerData["campfire:" .. ind .. ":x"]; -- if it's -1 it's because we have remove the tile, but I can't find a way to remove infos from the playerData... if(x > -1) then local y = camping.playerData["campfire:" .. ind .. ":y"]; local z = camping.playerData["campfire:" .. ind .. ":z"]; local grid = getWorld():getCell():getGridSquare(x, y, z); local fireLvl = camping.playerData["campfire:" .. ind .. ":fireLvl"]; local hasPetrol = camping.playerData["campfire:" .. ind .. ":hasPetrol"]; local newcampFire = camping.addCampfire(grid); if not newcampFire.gridSquare then--~ print("no grid " .. x .. " " .. y); newcampFire.x = x; newcampFire.y = y; newcampFire.z = z; end newcampFire.fireLvl = fireLvl; newcampFire.hasPetrol = hasPetrol; camping.changeFireLvl(newcampFire); camping.loadItem(newcampFire); end end -- load our tents indexes = {}; for iPData,vPData in pairs(camping.playerData) do for index in string.gmatch(iPData, "^tent:(.+):") do if tonumber(index) then if indexes[tonumber(index)] == nil then indexes[tonumber(index)] = index; end end end end -- now we fetch our indexes array to get all our grid information (x,y,z etc.) for ind,var in ipairs(indexes) do local x = camping.playerData["tent:" .. ind .. ":x"]; -- if it's -1 it's because we have remove the tile, but I can't find a way to remove infos from the playerData... if x > -1 then local y = camping.playerData["tent:" .. ind .. ":y"]; local z = camping.playerData["tent:" .. ind .. ":z"]; local grid = getWorld():getCell():getGridSquare(x, y, z); local newTent = camping.addTent(grid); if not newTent.gridSquare then newTent.x = x; newTent.y = y; newTent.z = z; end end endend-- we lower by 1 the firelvl (every 3 hours if no more wood)camping.lowerFirelvl = function() for iCamp, vCamp in pairs(camping.campfires) do if(vCamp.fireLvl > 0) then vCamp.fireLvl = vCamp.fireLvl - 1; camping.changeFireLvl(vCamp); end endend-- every tick we gonna check thingscamping.checkCamping = function() if getCore():isDedicated() then return end -- maybe we have to wake up if we are sleeping in a tent ! if(camping.player:isAsleep() and camping.forcedSleep) then if(camping.player:getStats():getFatigue() == 0) then camping.player:setAsleep(false); camping.forcedSleep = false; end end camping.tick = camping.tick + 1; -- 30 ticks ~= 1s if(camping.tick == 60) then local sec = math.floor(gameTime:getTimeOfDay() * 3600); local currentHour = math.floor(sec / 3600); -- an hour as passed if(currentHour ~= camping.previousHour) then camping.previousHour = currentHour; camping.hourElapsed = camping.hourElapsed + 1; -- every 3 hours elapsed, we lower by 1 the fire lvl if(camping.hourElapsed == 3) then camping.lowerFirelvl(); camping.hourElapsed = 0; end end camping.tick = 0; -- we search in all our firecamp if they are food to cook for iCamp, vCamp in pairs(camping.campfires) do -- if it's raining, we set the firelvl to 0 if RainManager.isRaining() and vCamp.fireLvl > 0 then vCamp.fireLvl = 0; camping.changeFireLvl(vCamp); end -- add fire sound around the campfire if vCamp.fireLvl > 0 then --getSoundManager():PlayWorldSound("campfire", false, vCamp.gridSquare, 0, 10, 1, true); end if vCamp.tile and vCamp.gridSquare and vCamp.tile:getItemContainer():getItems() ~= nil and vCamp.fireLvl > 0 then for i = 0, vCamp.tile:getItemContainer():getItems():size() - 1 do local vItem = vCamp.tile:getItemContainer():getItems():get(i); if luautils.stringStarts(vItem:toString(), "zombie.inventory.types.Food") then -- if food is already cooked, we gonna set the cooking minute = time to cook it if vItem:getLastCookMinute() == 0 and vItem:isCooked() then vItem:setLastCookMinute(vItem:getMinutesToCook()); end if not vItem:isBurnt() then -- fireLvl = 2 (great fire) : cooking time normal (1s = 1minute) -- fireLvl = 1, we gonna up 1 time on 2 the cooking time. if vCamp.fireLvl == 2 or camping.upHeatOk then vItem:setLastCookMinute(vItem:getLastCookMinute() + 1); vItem:setHeat(vItem:getHeat() + 0.09); if vItem:getHeat() > 2 then vItem:setHeat(2); end camping.isCooked(vItem); camping.isBurnt(vItem); vItem:update(); camping.upHeatOk = false; else camping.upHeatOk = true; end end -- if we try to add wood to our fire with woodenPlank elseif (vItem:getName() == "Wooden Plank" or vItem:getName() == "Log") and vCamp.fireLvl < 2 then vCamp.fireLvl = vCamp.fireLvl + 1; vCamp.tile:getItemContainer():Remove(vItem); camping.changeFireLvl(vCamp); camping.hourElapsed = 0; elseif vItem:getCategory() == "Literature" and vCamp.fireLvl < 2 then vCamp.fireLvl = vCamp.fireLvl + 1; vCamp.tile:getItemContainer():Remove(vItem); camping.changeFireLvl(vCamp); camping.hourElapsed = camping.hourElapsed - 1; if camping.hourElapsed < 0 then camping.hourElapsed = 0; end -- if we try to stop our fire with water -- the waterSource must be not empty (that's why I test the usedDelta) elseif vItem:isWaterSource() and math.floor(vItem:getUsedDelta()/vItem:getUseDelta()) > 0 then vCamp.fireLvl = 0; camping.changeFireLvl(vCamp); vCamp.hasPetrol = false; vItem:Use(); camping.hourElapsed = 0; end end end camping.saveItem(vCamp); end endend-- sleep into the tentcamping.sleep = function() camping.player:setAsleep(true); camping.forcedSleep = true;end-- attract the zombie to the campfire and warm the playercamping.nearCamp = function(delay) local playerSquare = camping.player:getCurrentSquare(); local findCloseCampfire = false; for iCamp, vCamp in pairs(camping.campfires) do -- if campfire is burning (and still there, I mean not destroy because of streaming) if vCamp.fireLvl > 0 and vCamp.addTile == "false" then -- zombie are attracted 10 from the 10 next tile if fireLvl is at 1, or 20 if it's at 2 local squareAround = luautils.getNextTiles(getWorld():getCell(), vCamp.gridSquare, vCamp.fireLvl * 10); for u,j in pairs(squareAround) do for k,l in pairs(j:getLuaMovingObjectList()) do if luautils.stringStarts(l:toString(), "zombie.characters.IsoZombie") then l:PathTo(vCamp.gridSquare:getX(), vCamp.gridSquare:getY(), vCamp.gridSquare:getZ(), false, delay); end end end end for i,vPlayer in IsoPlayer.getPlayers() do -- warm the player if he's less than 3 tile from the fire -- can up the maximum body T� only by 10 (so you can't set up 50 campfire and be always hot, even during high winter) if vPlayer:getCurrentSquare():DistTo(vCamp.gridSquare) <= 3 and season.temperatureModifier <= 10 then -- if the fire lvl of the campfire is 1, up by 2 the body t�, otherwise by 4 season.temperatureModifier = season.temperatureModifier + (2 * vCamp.fireLvl); findCloseCampfire = true; end -- the player getting dry faster when around a campfire if vPlayer:getCurrentSquare():DistTo(vCamp.gridSquare) <= 3 then vPlayer:getBodyDamage():setWetness(vPlayer:getBodyDamage():getWetness() - ((vPlayer:getBodyDamage():getWetnessReductionValue() * GameTime:getInstance():getMultiplier()) * vCamp.fireLvl)); end end end -- if we haven't find any closed campfire, we nullify the temperatureModifier if not findCloseCampfire then season.temperatureModifier = 0; endend-- cook the foodcamping.isCooked = function(food) if(not food:isCooked()) then if(food:getLastCookMinute() >= food:getMinutesToCook()) then food:setCooked(true); end endend-- burn the foodcamping.isBurnt = function(food) if(not food:isBurnt()) then if(food:getLastCookMinute() >= food:getMinutesToBurn()) then food:setBurnt(true); end endend-- save all the items in the camp containercamping.saveItem = function(camp) if camp.tile and camp.gridSquare then for i = 0, camp.tile:getItemContainer():getItems():size() - 1 do local item = camp.tile:getItemContainer():getItems():get(i); camping.playerData["campfire:" .. camp.id .. ":item:" .. i] = item:getModule() .. "." .. item:getType(); end endend-- load the item in the camp containercamping.loadItem = function(camp) local indexesItem = {}; -- we fetch all the index for the item (like campfire:1:item:[1], etc.) for iPData,vPData in pairs(camping.playerData) do for index in string.gmatch(iPData, "campfire:" .. camp.id .. ":item:(.+)") do if(indexesItem[index] == nil) then indexesItem[index] = index; end end end -- then get all the items (items are save with module.name like Base.Carrots) for indItem,varItem in pairs(indexesItem) do if camping.playerData["campfire:" .. camp.id .. ":item:" .. indItem] then camp.tile:getContainer():AddItem(camping.playerData["campfire:" .. camp.id .. ":item:" .. indItem]); camping.playerData["campfire:" .. camp.id .. ":item:" .. indItem] = nil; end endendcamping.reuseGridsquare = function(sq)--~ print("grid : " .. sq:getX() .. " " .. sq:getY() .. " is reused"); for i,tent in pairs(camping.tents) do if tent.x == sq:getX() and tent.y == sq:getY() and tent.z == sq:getZ() then--~ print("FOUND A TENT REUSE : " .. tent.x .. " " .. tent.y); tent.addTile = "true"; tent.gridSquare = nil; camping.saveData(nil, tent); end end for i,campfire in pairs(camping.campfires) do if campfire.x == sq:getX() and campfire.y == sq:getY() and campfire.z == sq:getZ() then--~ print("FOUND A CAMPFIRE REUSE : " .. campfire.x .. " " .. campfire.y); campfire.addTile = "true"; campfire.gridSquare = nil; camping.saveData(campfire, nil); end endendcamping.loadGridsquare = function(sq) for i,tent in pairs(camping.tents) do if tent.x == sq:getX() and tent.y == sq:getY() and tent.z == sq:getZ() then if tent.addTile == "true" then--~ print("FOUND A TENT LOADED : " .. tent.x .. " " .. tent.y); tent.addTile = "false"; tent.gridSquare = sq; local tile = IsoObject.new(sq, "TileIndieStoneTentFrontLeft", "Tent"); sq:AddTileObject(tile); camping.saveData(nil, tent); break; end end end for i,campfire in pairs(camping.campfires) do if campfire.x == sq:getX() and campfire.y == sq:getY() and campfire.z == sq:getZ() then--~ print("FOUND A CAMPFIRE LOADED : " .. campfire.x .. " " .. campfire.y); if campfire.addTile == "true" then campfire.addTile = "false"; local tile = IsoObject.new(sq, "TileThuztorFirePit_0", "Campfire"); campfire.gridSquare = sq; sq:AddTileObject(tile); campfire.tile = tile; campfire.tile:setOutlineOnMouseover(true); campfire.tile:setContainer(ItemContainer.new()); camping.changeFireLvl(campfire); -- now load all the item camping.loadItem(campfire); camping.saveData(campfire, nil); break; end end endendcamping.attractZed = function() camping.nearCamp(0);endEvents.EveryTenMinutes.Add(camping.attractZed);Events.OnTick.Add(camping.checkCamping);Events.OnGameStart.Add(camping.loadDatas);Events.ReuseGridsquare.Add(camping.reuseGridsquare);Events.LoadGridsquare.Add(camping.loadGridsquare); Fixed shader issue stopping a bunch of people running the game.Lowered zombie numbers (seems something's gone amiss there)Fixed food name.Removed the number of read page in the name of the book (now it's only in the tooltip).You can now fast forward when you read a skill book and still have the multiplier.Removed some unintended output console message.When you craft, the crafted item will have the condition of the required item, same for age/rotten stuff.Tweaked the crawler fight a bit, they now have a chance to miss you while attacking, and the fighting will be easier.Lot of lua stuff (see Lua request thread).Some code improvement.Fix : The torch/light source won't be used if they are turned off.No more "running on the spot" zombies.Can't push crawler with a weapon no more.Crawler won't try to break window/door (thump) no more. SenorMonstro, movgro and tazyload 3 Link to comment Share on other sites More sharing options...
quackquackquack Posted August 12, 2013 Share Posted August 12, 2013 I like 100%!!!! Looking forward to sheet ropes/ water barrels. Long live Lemmy!!!! Link to comment Share on other sites More sharing options...
RobertJohnson Posted August 12, 2013 Share Posted August 12, 2013 I like 100%!!!! Looking forward to sheet ropes/ water barrels. Long live Lemmy!!!! Those things are already in, any problem with them ? Link to comment Share on other sites More sharing options...
ExcentriCreation Posted August 12, 2013 Share Posted August 12, 2013 I like 100%!!!! Looking forward to sheet ropes/ water barrels. Long live Lemmy!!!! Those things are already in, any problem with them ? There was an issue in 2.9.9.11 where using a sheetrope would kill you even though jumping from that height wouldn't & placing a sheetrope wouldn't consume the nail you needed to place it.... Also I think water barrels were listed in furniture so ppl were having problems finding them Link to comment Share on other sites More sharing options...
jaYPs Posted August 12, 2013 Share Posted August 12, 2013 I like 100%!!!! Looking forward to sheet ropes/ water barrels. Long live Lemmy!!!! *facepalm* Link to comment Share on other sites More sharing options...
jaYPs Posted August 12, 2013 Share Posted August 12, 2013 I like 100%!!!! Looking forward to sheet ropes/ water barrels. Long live Lemmy!!!! Those things are already in, any problem with them ? Before I download & take a look, there was an issue in 2.9.9.11 where using a sheetrope would kill you even though jumping from that height wouldn't & placing a sheetrope wouldn't consume the nail you needed to place it.... Also I think water barrels were listed in furniture so ppl were having problems finding them Sheet rope instadeath seems already fixed in 2.9.9.13 Link to comment Share on other sites More sharing options...
ExcentriCreation Posted August 12, 2013 Share Posted August 12, 2013 I like 100%!!!! Looking forward to sheet ropes/ water barrels. Long live Lemmy!!!! Those things are already in, any problem with them ? Before I download & take a look, there was an issue in 2.9.9.11 where using a sheetrope would kill you even though jumping from that height wouldn't & placing a sheetrope wouldn't consume the nail you needed to place it.... Also I think water barrels were listed in furniture so ppl were having problems finding them Sheet rope instadeath seems already fixed in 2.9.9.13 Nice Downloading now..... Link to comment Share on other sites More sharing options...
RobertJohnson Posted August 12, 2013 Share Posted August 12, 2013 Yeaah, all this is fixed, it's just that lemmy released late night and I couldn't update the OP, had to sleep, 'cause you know, I still have my other job for a bit of time Link to comment Share on other sites More sharing options...
Tooks Posted August 12, 2013 Share Posted August 12, 2013 Looking forward to the reduced zombie numbers. Seems theres ALOT of them at the moment SobeR 1 Link to comment Share on other sites More sharing options...
Guest Posted August 12, 2013 Share Posted August 12, 2013 Are the Skills fixed now? Link to comment Share on other sites More sharing options...
RobertJohnson Posted August 12, 2013 Share Posted August 12, 2013 Wich Skills/Bugs ? Also : edited OP with cool stuff Link to comment Share on other sites More sharing options...
speider Posted August 12, 2013 Share Posted August 12, 2013 where can i see the version of the game i have? Link to comment Share on other sites More sharing options...
Insanehuman Posted August 12, 2013 Share Posted August 12, 2013 Wich Skills/Bugs ? Also : edited OP with cool stuff Does that mean no more making a nailed bat with a broken one now? Looking forward to the reduced zombie numbers. Seems theres ALOT of them at the moment I seen that on your stream, that was well amusing haha Link to comment Share on other sites More sharing options...
rotacioskapa Posted August 12, 2013 Share Posted August 12, 2013 invisible walls everywhere Link to comment Share on other sites More sharing options...
RobertJohnson Posted August 12, 2013 Share Posted August 12, 2013 Wich Skills/Bugs ? Also : edited OP with cool stuff Does that mean no more making a nailed bat with a broken one now? That's it Link to comment Share on other sites More sharing options...
blueberreh Posted August 12, 2013 Share Posted August 12, 2013 Can't wait for it to be released Keep up the good work guys Link to comment Share on other sites More sharing options...
pierreantoi Posted August 12, 2013 Share Posted August 12, 2013 Hi ! My first post here, I just want you guys to know, this game is really awesome, you guys are working hard on it and like a lot of other players, I appreciate it !During my last game I found a small bug, not really a big problem, but I wanted to explain it in case you are not aware of that already. I was trying to dig in the ground, but the ghost image that normally shows dug dirt was replaced by a wooden crate ... I found out that if you press ''r'' one time or 2, it just disappears/comeback ... well I took a screenshot but I cant find how to post it Anyway Hope it helps you a bit ! Link to comment Share on other sites More sharing options...
harakka Posted August 12, 2013 Share Posted August 12, 2013 invisible walls everywherePlease post your issues in the thread corresponding to the version that you're playing, or on the bugreports subforum. This version isn't even out yet. Link to comment Share on other sites More sharing options...
lemmy101 Posted August 12, 2013 Author Share Posted August 12, 2013 invisible walls everywherewhat FPS do you generally get? Link to comment Share on other sites More sharing options...
speider Posted August 12, 2013 Share Posted August 12, 2013 wait a minute v 2.9.9.14?isn't the latest on desura 2.9.9.10:(? Link to comment Share on other sites More sharing options...
OldWorld Posted August 12, 2013 Share Posted August 12, 2013 invisible walls everywherewhat FPS do you generally get? Not enough, this game needs some optimization. Also, why do I get less FPS on higher floors? Even if there's nothing new visible on-screen? Link to comment Share on other sites More sharing options...
lemmy101 Posted August 12, 2013 Author Share Posted August 12, 2013 wait a minute v 2.9.9.14?isn't the latest on desura 2.9.9.10:(? Be VERY careful speider New rule, ANYONE who complains about a version number in future gets instabanned. Sick to the back TEETH of it. In short, no. The version numbers are too long as it is. I tried to shorten them so we could have more leeway, since 3.0 is the NPC build, but got nothing but shit for it because I tried to sneak it back a bit so I could shorten it, so this is the best we can do at the moment. In short, GODDAMN why is everyone SO OBSESSED with what the version number is???? Qweets and EreWeGo 2 Link to comment Share on other sites More sharing options...
Qweets Posted August 12, 2013 Share Posted August 12, 2013 Any idea when we may get wheelie bins and the sort back again? So we can push around lots of wood and such? Link to comment Share on other sites More sharing options...
lemmy101 Posted August 12, 2013 Author Share Posted August 12, 2013 Any idea when we may get wheelie bins and the sort back again? So we can push around lots of wood and such? that system needs a total rewrite for various reasons. Certainly not gonna be before NPCs I doubt very much Link to comment Share on other sites More sharing options...
speider Posted August 12, 2013 Share Posted August 12, 2013 i don't really care about the numbers i only wanna know i have the newest stable version... Link to comment Share on other sites More sharing options...
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