News Liste Project Zomboid

42.2.0 UNSTABLE Released
Project Zomboid
27.01.25 21:31 Community Announcements

[i]How do I subscribe to the Unstable beta branch?[/i]

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NEW

[code]- Building and Vehicle keys, when properly spawned, will have data regarding their origin coordinates recorded in the item data. - As a Debug or Admin tool, items that have their origin coordinates recorded can be right-clicked on in the inventory interface to get an option to teleport to that item's point of origin. - Note #1: This will only work for keys spawned after this update; pre-existing keys will not provide that functionality. - Note #2: This will teleport the character to the square a vehicle initially spawned in. If the vehicle has been moved, it will not be at the teleport destination. - This is a debug tool for checking exactly what keys unlock but could have other debug/admin utilities for stuff like annotated maps, fliers, quest items, etc. - Added isThumpable = false to several buildMenu entities that shouldn't have collision. - Added moveables properties for several buildMenu entities that are missing moveable properties. - Added proper model for Wooden Spade. - Added new Music Fest flyer. - UI improvements when creating animal designation zones - Fixed calculation of which square is under the mouse pointer. - Highlight the square under the mouse pointer. - Render the zone being created in red if the zone size is invalid. - Cancel creating a zone after releasing the mouse button when the zone size is invalid. - Fixed panel getting too tall to close with many animals in a zone. Changed the Livestock Zone UI to display a scrolling list of animals. - VRAM usage optimisation. - Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items. - Added MayDegradeLight to several recipes that use a Mason's Trowel. [/code]

BALANCE

[code]- Updated loot distribution. - Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot. - Spiced up prison storage loot. The storage room now acts as a repository for riot control's armor and shotguns. [Shotguns cannot properly spawn yet, mappers will put in steel/military lockers later.] - Added PrisonLaundry to the prison's laundry room. Washers and dryers should spawn uniforms. - Added the Locksmith, Florist, and Craft Supply vehicles. - Set up the Fire Department garage. FireStorageMechanics, as well as PiliceStorageMechanics and police garages, have a decent chance to spawn a red lightbar. - Fleshing Tools now have a chance of spawning with other tools in GigaMart; however, as with any other loot spawning, they will not always spawn in GigaMart. - Added the Fleshing Tool to several loot distros/contexts. - Adjustments were made to force butchery containers to spawn in many grocery store and kitchen contexts; previously they could spawn but not always, now the loot spawning code will try to always ensure that at least 1 butchering container spawns in relevant contexts. - Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment. - Added blacksmithing vans and stepvans. - They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items. - Torches (drainable that can be activated) are now consistent with any day length. - Also adjusted some of the light strength for some torches (penlight being way smaller than regular torch for ex.) - Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h, smaller light strength will mean longer battery duration. - Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel. Added MayDegradeLight tag so there's a small chance of damaging the tool used. [/code]

FIXES

[code]- Fixed character body overtwists while aiming and rotating. - Character's upper torso no longer gets frozen as it twists around, due to missing valid animation. - Default aim animation requires condition { weapon == '' } - However, before the character has equipped anything, they have weapon = nullPtr. - Updated StringUtils.equalsIgnoreCase to return TRUE if both strings are either null or empty. - So these all return TRUE. - equalsIgnoreCase("", "") - equalsIgnoreCase("", null) - equalsIgnoreCase(null, "") - equalsIgnoreCase(null, null) - Character no longer overtwists when unarmed or holding a 1handed melee weapon. - Unarmed and 1handed aim anims have a maxTwist of 45 degrees to prevent over-twisting the spine. - 2handed and projectile weapons still allow a 70-degree max-twist. - Maximum twist now dictated by parent AnimLayer. - Sub-layers can only twist up to this limit. - ie. aim maxTwist = 45 degrees cannot be overridden by the turning sub-state's maxTwist = 70 degrees. - Fixed character animation freezing when cancelling exercise. - Fixed texture compression not working on Windows OS. - Fixed issues with vehicles on Mac. - Fixed characters spawning in Muldraugh with the Doctor or Nurse profession being trapped in a wall when they spawn in Cortmans. - Fixed negative-world-coordinate issues with vehicle collision and interaction. - Fixed being able to open Doors from afar. - Removed mode:use from several recipes. - Fixed several packing recipes allowing for mixed items. - Fixed Create Brain Tan recipe duplicating Bowls. - Fixed duplication of bowls when moving food from a pot. - Fixed a reference to an armor item instead of the recipe that creates it in one of the metalworking recipe magazines. - Fixed issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements. - Fixed several missing recipe names. - Fixed bucket models missing in animations. - Fixed wall blood splats rendering on cutaway areas of walls. - Fixed wall blood splats rendering too bright on dark squares. - Fixed B no longer closing crafting menu. - Fix isExclusive flag not working for right-click context menu crafting. - Fixed missing blocks placement property for several new crafting-related tiles so that players can't build additional tiles on top of them. - Fixed errors with new vehicle textures, including locksmith vans using only one of two textures, florist stepvans incorrectly using masonry stepvan textures and a missing texture for one masonry stepvan. - Eggs will lose their fertilized status when too cold (inside a fridge). - Fixed Context Menu for Open/Close doors from triggering then canceling the WalkTo action. - Fixed "Possible Items" tab not resetting after closing the menu. - Fixed an error with teleporting while having the vehicle animal trailer UI opened. - Fixed being able to build shelves inside one another. - Fixed being able to place shelves in the wrong orientation. - Fixed smelting recipes not consuming certain items, like pans. - Fixed broken behavior when climbing over combined north-west fence corner tiles. - Fixed the Residential colorblind pattern not being applied on some buildings. - Fixed error with the sandbox setting for "percentage of weapons attached to zombies"-code. - Fixed not being able to attach a large stone axe to the back hotbar slot. - Fixed flax seed packets requiring/giving the wrong kind of flax. - "Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation. - Fixed exception in ISRemovePatch when attempting to give the player a patch back. - Fixed some typos with item names. - Fixed some typos and errors in existing flyers. - Fixed lamp context menu not setting playerObj and playerInv, causing errors. - Fixed removing a gas mask filter not setting the filter's current uses correctly and not setting the NoFilter variable if it's a mask that gets replaced by a different item ID. - Added PlayerData null safety check to ISVehicleDashboard.onExitVehicle. [/code]
Logo for Project Zomboid
Release:08.11.2013 Genre: Rollenspiel Entwickler: Indie Stone Studios Vertrieb:keine Infos Engine:keine Infos Kopierschutz:Steam Franchise:keine Infos
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