Jela331 Posted April 5, 2014 Share Posted April 5, 2014 I don't understand people saying Spiffo Plushie is bad luck. I tend to find him often, nothing happens to me. Even with the unlucky trait. Because: -luck x -luck = luck² Nice little math joke. unsaved_progress and Wasted507 2 Link to comment Share on other sites More sharing options...
Trink_Reiniger Posted April 6, 2014 Share Posted April 6, 2014 [bALANCE]Changed the weight of some item :Frying Pan from 2 to 1.Pot of soup from 6 to 4. ---What measurement is that? Pound, or kilogramm?Food benefit will now stay a bit longer (more realistic !).---Balancing? Its for codwotwowmoh, and so on. You could call it...ehm... realisticisation. Sounds much better imo. ---Cmon guys, read the 1st post, and resist the urge to ask, suggest, and fill up the thread, with stuff, that doesnt belong here. Must resist the urge to ask for an eta....ARGGGHHJHWUOAIVGKH...Made it! Like a boss Link to comment Share on other sites More sharing options...
shunthunder Posted April 6, 2014 Share Posted April 6, 2014 [bALANCE]Changed the weight of some item :Frying Pan from 2 to 1.Pot of soup from 6 to 4. ---What measurement is that? Pound, or kilogramm?Food benefit will now stay a bit longer (more realistic !).---Balancing? Its for codwotwowmoh, and so on. You could call it...ehm... realisticisation. Sounds much better imo. ---Cmon guys, read the 1st post, and resist the urge to ask, suggest, and fill up the thread, with stuff, that doesnt belong here. Must resist the urge to ask for an eta....ARGGGHHJHWUOAIVGKH...Made it! Like a bossi believe it is in Pounds. although the weight system seems to be rather unique.when can we expect the release of this build? Link to comment Share on other sites More sharing options...
Kirrus Posted April 6, 2014 Share Posted April 6, 2014 [bALANCE]Changed the weight of some item :Frying Pan from 2 to 1.Pot of soup from 6 to 4. ---What measurement is that? Pound, or kilogramm?Food benefit will now stay a bit longer (more realistic !).---Balancing? Its for codwotwowmoh, and so on. You could call it...ehm... realisticisation. Sounds much better imo. ---Cmon guys, read the 1st post, and resist the urge to ask, suggest, and fill up the thread, with stuff, that doesnt belong here. Must resist the urge to ask for an eta....ARGGGHHJHWUOAIVGKH...Made it! Like a bossi believe it is in Pounds. although the weight system seems to be rather unique.when can we expect the release of this build? When. It's. Ready. The next person to ask gets a formal warning. The next after that gets a suspension. Link to comment Share on other sites More sharing options...
DoctahWong Posted April 6, 2014 Share Posted April 6, 2014 [bALANCE]Changed the weight of some item :Frying Pan from 2 to 1.Pot of soup from 6 to 4. ---What measurement is that? Pound, or kilogramm?Food benefit will now stay a bit longer (more realistic !).---Balancing? Its for codwotwowmoh, and so on. You could call it...ehm... realisticisation. Sounds much better imo. ---Cmon guys, read the 1st post, and resist the urge to ask, suggest, and fill up the thread, with stuff, that doesnt belong here. Must resist the urge to ask for an eta....ARGGGHHJHWUOAIVGKH...Made it! Like a bossi believe it is in Pounds. although the weight system seems to be rather unique.when can we expect the release of this build? When. It's. Ready. The next person to ask gets a formal warning. The next after that gets a suspension. So... you mean I can't ask to go to the bathroom? You monsters! Link to comment Share on other sites More sharing options...
tomtentp Posted April 6, 2014 Share Posted April 6, 2014 .............. When. It's. Ready. The next person to ask gets a formal warning. The next after that gets a suspension. Can't u make some kind of script that auto delete msg if the words "ETA" is used or the combination of "When" + "release" + "?" in the same sentance? Link to comment Share on other sites More sharing options...
RobertJohnson Posted April 6, 2014 Author Share Posted April 6, 2014 I still let this post unlock some time, if I see 1 more ETA or personnal request, we'll lock it... Too bad we have to do this for people who actually want to talk about the patch note, but I can't follow every thread, but I see every post on this one, just to check for people's question, so PLEASE keep it clean. CaptKaspar 1 Link to comment Share on other sites More sharing options...
Kidlonewolf Posted April 6, 2014 Share Posted April 6, 2014 [bALANCE]Changed the weight of some item :Frying Pan from 2 to 1.Pot of soup from 6 to 4.Were these the only items that have changed weight? Link to comment Share on other sites More sharing options...
Raekluder Posted April 6, 2014 Share Posted April 6, 2014 [MP] Fixed zombie corpse with no item on them.Zombies spawned with "createhorde" only have clothes on them, Related or seperate bug? Link to comment Share on other sites More sharing options...
Kirrus Posted April 6, 2014 Share Posted April 6, 2014 [bALANCE]Changed the weight of some item :Frying Pan from 2 to 1.Pot of soup from 6 to 4.Were these the only items that have changed weight? If it's not listed, it's unlikely to have been changed weight. Link to comment Share on other sites More sharing options...
CatGuitarist Posted April 7, 2014 Share Posted April 7, 2014 [bALANCE]Changed the weight of some item :Frying Pan from 2 to 1.Pot of soup from 6 to 4. ---What measurement is that? Pound, or kilogramm?Tonnes. unsaved_progress 1 Link to comment Share on other sites More sharing options...
Zeric89 Posted April 7, 2014 Share Posted April 7, 2014 how durable will the hunting knife be? Link to comment Share on other sites More sharing options...
DoctahWong Posted April 7, 2014 Share Posted April 7, 2014 how durable will the hunting knife be?As durable as a real life one. :3 ... and your picture disturbs me heavily... an insult to the cat gods. ToastedFishSandwich 1 Link to comment Share on other sites More sharing options...
Armeretta Posted April 7, 2014 Share Posted April 7, 2014 I'm happy that the bleach is getting it's much needed balancing Link to comment Share on other sites More sharing options...
shunthunder Posted April 7, 2014 Share Posted April 7, 2014 My apologies. Link to comment Share on other sites More sharing options...
Burianu Posted April 7, 2014 Share Posted April 7, 2014 You should also be able to use a rotten food ingredient to poison a meal. Link to comment Share on other sites More sharing options...
DuB Posted April 7, 2014 Share Posted April 7, 2014 yay new cooking system, call me death chef now Link to comment Share on other sites More sharing options...
DoctahWong Posted April 7, 2014 Share Posted April 7, 2014 yay new cooking system, call me death chef now ...Why not Darth Chef? (get the reference?) Link to comment Share on other sites More sharing options...
RobertJohnson Posted April 7, 2014 Author Share Posted April 7, 2014 Oooook, enough for me, thread locked. Kidlonewolf and DoctahWong 2 Link to comment Share on other sites More sharing options...
RobertJohnson Posted April 11, 2014 Author Share Posted April 11, 2014 Update ! [NEWSTUFF]FISHING, YAY ! (info thread coming soon)Axe will lose condition when used to chop trees.Sledgehammer will lose condition when used to destroy things.[MP] Password will now be hashed in the data base. (yeah, HASHED and not encrypted, damn me... Thanks Kirrus for the highlight ) Summer_R, MadDan, nasKo and 18 others 21 Link to comment Share on other sites More sharing options...
EasyPickins Posted April 12, 2014 Share Posted April 12, 2014 The axe always lost condition when chopping down trees. The new thing is you can right-click on a tree to chop it down. AliceCooper, unsaved_progress, Broncbuster and 4 others 7 Link to comment Share on other sites More sharing options...
lemmy101 Posted April 15, 2014 Share Posted April 15, 2014 Update on the upcoming changelist. Added a lot of the more recent fixes by Easy. NEW FEATURESFishing system.Cooking overhaulTons of new items (mainly food, perhaps a weapon?)New icons for some items.Poison overhaulyou can right-click on a tree to chop it down with an axeSledgehammer will lose condition when used to destroy things.[MP] Password will now be hashed in the data base.BALANCEChanged the weight of Frying Pan from 2 to 1. Pot of soup from 6 to 4.Food benefit will now stay a bit longer (more realistic !).Lowered the chance of finding a Spiffo (sorry ).TRANSLATIONKorean languageJapanese language (thanks a lot Katzengarten!)FIXESFixed the cabbage icon.Some fix in the crafted item sprite (sometime they bug when reload).Fixed the help text in admin command (if you misstyped something, now the help text will be correct).[MP] You can now use character ' in your username.[MP] Fixed zombie corpse with no item on them.[MP] Fixed safety toggle sometimes not synced.[MP] Even if DisplayUserName is off, you can now see the safety skull.Disable stencil buffer in 3D model FBO. Added checkGLError() calls to get more info about what fails when creating FBOs. It seems Intel GPUs often don't support the combined depth/stencil images. Set SandboxVars (Lua variable) from SandboxOptions after loading map_sand.bin. (Issue #000325) . There is a Lua function SandboxOptions.load() but it only loads some of the variables.Fixed fire issues. . When an IsoThumpable was destroyed by fire, it could still be interacted with.Print an error if there is no spawn-point table for the current map.Fixed female pants/skirt glitch when not wearing a top.Fixed RecipeManager bug calculating the age of created items.Fixed 3D animation glitch when weapon attack animation finishes.Fixed a big hitch when first seeing a large group of 3D zombies. . Borrow the OpenGL context from the RenderThread only one time when setting the zombie models.Fixed an old map-streaming bug. . It's possible to have a chunk scheduled to be saved/reused and loaded at the same time. This can happen if you step over a chunk boundary and then back again quickly. What was happening was the chunk woul...Make walking in GhostMode approx 1/2 slow as sprinting. . This is used in multiplayer. Always moving at warp speed makes it hard for admins to walk along ledges etc.Reduced garbage creation and with 3D models. Don't update model lights in the render thread. . Change current animation after switching weapons while aiming. (Issue #000315)Fixed smash-a-window becoming open-a-window when initially in attack stance. (Issue #000314)Added custom maps in multiplayer. . Since custom maps are handled through the modding system, mods are needed in multiplayer. In serverOptions.ini, "Mods" is a semicolon-separated list of mod id names. Mods=BedfordFalls;AnotherMod;YetAn...Fixed IsoGridSquare.EnsureSurroundNotNull() not respecting the map bounds.Mods can load custom.pack and.tiles files. . In a mod's mod.info file: pack=NAME : means load media/texturepacks/NAME.pack tiledef=NAME NUMBER means load media/NAME.tiles There may be multiple pack= and tiledef= lines in each mod.infoWalk next to a tent before sleeping in it.Fixes to ISBuildingObject.Added "Destroy Floors" command. Only allowed at z > 0. . People wanted this to correct carpentry errors (and fight griefers who block stairs with floors).Fixed LastStand bugs.Fixed tents. ISBuildingObject changes. . Tents use both front and back tiles and can face either direction.Increase the distance that Shift-clicking toggles curtains.Darkened localToBuilding lights a bit.Call GameClient.getCustomModData() when needed.Fixed RecalcAllWithNeighbours() not recalculating all the squares it needed to. . Stumbled upon this while doing the chop-down-tree action. Added chop-down-tree timed action. .Fixed 'hours survived' getting reset in MP.Throw an exception when loading IsoWorldInventoryObjects when the item type is unknown (same as ItemContainer.load() does)Discard IsoWorldInventoryObjects that use obsolete item types.Fixed not being able to sprint N/S/W/E in GhostMode (Issue #000297) . If the amount of movement is > 1 in any direction then testCollideAdjacent() returns true.Fixed GhostMode not being set when admin joins a server. Don't drawDebugChunkMap() unless Core.bDebug is set. (Issue #000296)ISDestroyStuffAction: sync the breakdoor sound with the sledgehammer swing animation. Sync sound in MP too.Fixed ambient door/window lights "popping" when turning.Fixes to ISTakeWaterAction.Save the game after converting to a new world version.Redid the food-aging system.Don't print "timeout downloading zip" in console once the download has finished.Free 3D model slots before return-to-menu. . There seemed to be stale zombies and players in ModelManager.Contains.Display the weapon condition, cooking progress, and drainable-amount-remaining as progress bars. . Also moved the "Contains:" recipe line below the item name, and fixed images overlapping the Contains: label. Also fixed the InventoryPane co...Fixed AdjacentFreeTileFinder not handling diagonals (Issue #285).Fixed fridge/stove temperature being off by 1 day wrt electricity shutoff.Fixed teleporting through wall when using 'E' to climb a sheet rope on the other side of the wall.Add support for obsolete script items. . This is needed since savefiles cannot be loaded if there are unknown items. The type of item (Food, Weapon, etc) needs to be the same so the InventoryItem (or subclass) load() method reads the correc...Fixed some issues with destroying windows. . 1) A wall with a window couldn't be destroyed with the sledgehammer. ISWorldObjectContextMenu now checks for a wall if there is a window. 2) Removing a window leaves the wall behind, but there i...Fixed adding sheetrope on the server. . The client calls canAddSheetRope() which calls getOrCreateGridSquare(), but the server doesn't.Fixed ISInventoryPage using invalid container with ItemPicker. . Also set IsoGameCharacter.inventory to "explored".Fixed local/global chat not using the desired key bindings.Fixed typo in SuburbsDistributions.lua (affected mechanic shop)Fix #2 for IsoCell.getOrCreateGridSquare on the server.Added GLBufferObject to hide whether the ARB or core version of glGenBuffers etc is used. . Some people get a "glGenBuffers unsupported" error with the 3D models, which is odd since that is part of the OpenGL 1.5 API.Allow spawnpoints at z > 0. Fixed return-to-menu bug that spawned new players at z > 0. . IsoChunkMap.WorldZA wasn't getting initialized between sessions, so if the previous player was loaded at z > 0, the next new player would spawn at z ...Fixed IsoCell.getOrCreateGridSquare on the server.Fixed ServerList.txt file stream not being closed.Fixed mod.info file streams not being closed.MP time sync: server sends clock time to clients every 10 game minutes.Fixed missing 3D female hair. . SurvivorFactory.setHairNoColor uses F_Hair_Bob, F_Hair_Long, F_Hair_Long2, F_Hair_OverEye and F_Hair. But there is no f_hair.txt so I used f_hair_kate.txtIsoObjectPicker scores IsoThumpable doors the same as regular doors.Prevent zombies thumping on crafted door frames. . Someone reported a door frame was destroyed before the door.Farming/campfire fixes. . 1) The LoadGridsquare event on the server is happening before the square's properties are updated, so the 'exterior' check fails. 2) After a server soft-reset, the farming clock is reset to zero, so last-time-water...Fixed lighting not being updated immediately when opening/closing doors.Allow doors to be built inside regular door frames, not just IsoThumpable door frames.Fixed destroying IsoThumpable container destroys contained items. . When destroyed with the sledgehammer context menu command, items were not destroyed.Fixed campfire sprite not getting set properly in MP.Fixed soft-reset bug with campfires.Fixed ISFarmingInfo bug on client.Fixed excessive memory usage during server soft-reset.Fixed campfire object not updating on load.Campfire rewrite. . Added ISCampfire object. Got rid of campfire ID#. Use nested modData tables instead of "campfire:N:...". Don't extinguish campfires instantly when rain starts. Instead, reduce the fuel twice as fast as long as it is r...Synced removing build material from the ground. . Seems like there was a bug in the loop as well, since it removed items without decrementing 'm'.Update ISFarmingInfo on the client when plants change.Farming: plants that are not outside don't get watered when it rains, get less health from sunny days. . Some plants (carrots and radishes) suffer when there is too much water, so people grow then inside.Changes to Core.setDisplayMode() . 1) Fixed RenderThread.returnContext() not getting called if the display mode couldn't be set. 2) Only accept isFullscreenCapable() display modes when asking for fullscreen. 3) Set fullscreen + displaymod...Fixed running out of file handles on Linux (too many open files). . Looking at Resource Monitor I saw many open files: 1) All the .lotheader files 2) Many duplicate ambient stream .ogg files (windy day, windy night etc); more as time passed...Fixed see-through-walls on z > 0 along chunk boundaries. . It was possible to see through the west walls of the 3-story grey office building in Westpoint. This was due to there being no squares on the other side of the wall.Fixed chunky lighting. . I set out to fix non-smooth lighting on exterior walls at z > 0. Turns out this fixes chunky lighting inside rooms as well.Fixed quoting problem with projectzomboid.sh (Linux demo won't launch).Fixed IsoWindow properties. Allow right-clicking on IsoThumpable walls that are s or e of the player. . When thumpable walls are "transparent" it wasn't possible to interact with them via the right-click menu. No plaster, paint, etc was possible.Fixed rare exception in SpeedControlsHandlerFixed garbage creation in ModelCameraFixed issues with windows on chunk boundaries. Issue #000237Fixed a rare crash in SwipeStatePlayer. . The code I commented out already happens near line 331.Fixed 3D player not facing the direction of movement when walking a path.Fixed light sources not being removed when out of bounds.Fixed pistol clips disappearing on Normal/Hardcore reloading difficulty.Prevent item duplication in MP due to delaying grabbing items from the ground.Fixed 3D animations not being the same duration as the sprite animation. . If you chopped a tree with an axe with the 3D player model, you could hear that the chopping wasn't in sync with the animation. IsoSprite.update() does "def.Frame +=...Improved blood splatter rendering / logic . Server handles the -debuglog commandline option.Taking/spilling dirt removes blend_grassoverlay tiles and attached sprites (blend tiles). MadDan, JonSyn, Keifleaf and 11 others 14 Link to comment Share on other sites More sharing options...
MashPotato Posted April 15, 2014 Share Posted April 15, 2014 Made a change to the new features list to reflect EP's correction on the axe losing condition thing unsaved_progress, syfy and AliceCooper 3 Link to comment Share on other sites More sharing options...
Kirrus Posted April 16, 2014 Share Posted April 16, 2014 Right, after discussion with RJ, I'm opening this thread back up. But, we're going to be enforcing some specific thread rules pretty harshly.Feel free to give suggestions on, and discuss, the upcoming featuresKeep discussion related to the confirmed upcoming featuresDon't make new feature, or bugfix requests here - they should go into suggestions or the bug tracker. No "WHY NO COOKIES ?!" postsBe patient - these features will be released when they're ready and not before - don't ask for ETAs.The mods will hand out warning points pretty freely for breech of these rules, and posts may be removed without further warning as well. .. Personally, that bug fix listing looks awesome.. and fishing MadDan 1 Link to comment Share on other sites More sharing options...
MadDan Posted April 16, 2014 Share Posted April 16, 2014 I closed PZ and looked at the bug fix list in detail last night. It is massive which makes me happy. Cooking overhaul and fishing. Link to comment Share on other sites More sharing options...
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