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  1. #301
    Bon je viens d'aller voir le site et des vidéos, ça a l'air pas mal tout ça.
    Etant fan de survie et des jeux en EA ca va me plaire je sens
    Un nouveau cannard avec vous tres bientot le temps que je le télécharge avec ma connexion de campagne

  2. #302
    cool ^^
    par contre t'emballes pas non plus hein, c'est une pré pre pre pre pre pre alpha en 0.1.0. tout n'est pas encore stable et/ou implanté.
    Perso je fais un petit saut de temps en temps mais je viendrais surtout a chaque nouveau patch pour voir l'evolution.
    En l'etat, c'est quand meme un gros simulateur de marche pour le moment (a mon gout^^)


    Pour info, on est sur le serveur : STN_Netherlands_Node6_#7
    (enfin normalement... ^^)
    Mais en fait non, il est plus dans la liste, j'ai basculé sur le node1_#7
    Dernière modification par Aykl ; 09/01/2018 à 21h59.

  3. #303

  4. #304
    oui oui je vois bien le genre J'adore.
    Pour info je suis sur Dangerous Rays depuis le debut: http://forum.canardpc.com/threads/87...%C3%B4l%C3%A9e
    Rust aussi je l'avait commencer à ses débuts.
    J'adore etre présent quand les jeux se développent

  5. #305
    C'est quand la prochaine mise à jour ?? C'est long là !

  6. #306
    Patch 0.1.1 is now live on the Experimental Branch. You can access it if you’d like by right clicking Survive the Nights in Steam > Properties > Betas Tab > Drop Down Experimental. Please test and report bugs. You can test against our changelog and please report bugs via the tracker. Please check known issues before posting.

    Once we're happy with the patch it will become 0.2.0 on the default branch and I'll post an official update with patch notes
    3,2 Go le patch.

    - - - Mise à jour - - -


    Coming in 0.2.0

    Changes

    China cabinet no longer eats loots
    Dresser no longer eats loot.
    Notes in quality settings menu UI updated to reflect changes.
    Shadow quality now updates when quality settings are changed.
    Quality settings added for water (marked improvements on low settings.)
    Improved water shader functionality for AMD video cards.
    Non lootable sink cabinet removed from large trashpile.
    Water bottle names have been updated for clarity. Example: Water Bottle (Clean) Water Bottle (Dirty) Water Bottle (Empty)
    Bleach can now be consumed. Has serious life limiting effect!!!
    Bandages no longer spam the log and should all work.
    Can now craft dirty water and purification tablets together to get clean water.
    Server time and month now display in the server list. This will allow new and returning players to find a server that isn't about to turn night.
    Particle culling spam in log removed.
    Night zombies now start to die closer to morning.
    Rocks covering entry ways into tunnels now have collision.
    Changed the name on the cooked green beans from: Green Beans (Uncooked) to Green Beans (Cooked).
    Lighter drop no longer shows as a weapon.
    Canceled crafting no longer plays the crafting complete sound.
    Added opening of crafting page of inventory when interacting with a workbench.
    Added hover UI to large workbenched.
    Contaminated trashbg junk pile now has collision.
    Fixed issue where buttons where being pushed off screen in the container window when the item in the containers weight would exceed the allowed weight the player can carry.
    Fixed instances where JunkPile_large_Outside_variant_4 had clipping issues.
    No longer fall through stairs in Building_Factory_variant_1
    Lola and Garry Iron pistol cleaning animation now syncs with sound.
    Floating weapons on own backpack when croucked and looking up should now be fixed.
    Fixed items spawning in containers with too many resources. Example: Fuel can would spawn with 35/20 resources where it should have been capped at 20/20.
    Fixed inventory showing 'Resources remaining: ' as the the quality. Now correctly shows the resources left.
    Drinking dirty water bottle now plays drinking animation.
    Servers now show in Steam server browser.
    Sway and weapon movement tweaked on all weapons to match head bobbing after recent movement speed alterations.
    Server loot tables changed slightly to add a bit more loot (We're still balancing this and there's no physical spawners still).
    Server are searcheable in the server list view.
    Server are now sortable via the top tab buttons in the server list view. Can be sorted by favourites, name, region, player count, ping, password and version.
    Zombies should no longer walk through door panels when the door is open.
    Zombies no longer try to open doors unless they are actively seeking something.
    Searching area for items made clearer via the notication system. Search area by holding F
    Revised day/night lengths to make nights shorter. (This will be balanced in the future once there is more to do during the night.)
    Revised night spawning zombies start point to make it slightly earlier.
    Changed calorie tolerances for overall health calculations.
    Murders commited that day no longer carry which makes changing overall health fairer.
    Hydration now affects overall health calculations.
    Player notificatin system added which cleans up the chat and informs the player a bit better.
    Added detailed reasons for why overall health is decreasing and hints for how to increase which plays during new day UI (new notification system)
    Hotkeys now made clearer (new notification system)
    Player now gets notifications as their weapon condition is lowering (new notifaction system)
    Added inspect readout for when you have nothing equipped which shows your players stats (new notification system)
    Improved inspect readouts for weapons. (new notification system)
    Added notification and hint when pressing M (map) without a map in the inventory.
    Fixed issue with water culling which may have been causing a RAM leak.
    Fixed issue where building interiors would load double resulting in broken doors and other containers.
    Fixed issue where building interoirs wouldn't load at all!
    Fixed issue where building interiors wouldn't load if you spawned inside of them.
    Nails and screws will now spawn with quantity.
    Prevented hotkeys working while in UI.
    Punching damage increased slightly.
    Punching precision improvements. Punching should feel more natural now and connecting punches should be more satisfying.
    Day zombie amounts overhaul. More zombies in buildings and more randomly spread out through world.
    Improved the layout of large trash piles so that zombies can traverse more easily.
    Improved player spawn point positions by moving them closer to roads. This should help new players find their way when first entering game. May need further balancing.
    Fixed item highlights when searching the area for items using F. Highlights are now slightly brighter too.
    Added lootable racks in fuel stations and bus shelters where maps can always be found.
    Added Compass which aids in finding your location on the new map. Doesn't currently function as an actual compass. Only to show position on map.
    Added Map to game that only works when you have the map pickup in the inventory.
    Added item pickup: Map.
    Added item pickup: Compass.
    Dynamic weather.
    Coordinates now stay in bottom right corner after resolution change.
    Fixed large standing fridge which had floating glass door in some instances.
    Fixed large junk pile that zombie could get stuck in.
    Glass shop counter now has improved colliders. Items no longer float on top of it where the glass should be.
    Fixed furthest LOD on plaster house.
    Fixed scenario where players get in game before load is finished.
    Door out of place in House_Plaster_10_variant_1 fixed.
    Audio listners are never double or none now meaning there's no spam in the log.
    Fully disabled items no longer spawn in containers.

    Crafting

    Hatchet handle can now be crafted with A Draw knife, Combat knife and a Kitchen knife.
    Hammer handle can now be crafted with A Draw knife, Combat knife and a Kitchen knife.
    Axe handle can now be crafted with A Draw knife, Combat knife and a Kitchen knife.
    Rags can now be cleaned with both washing liquid/bleach and water.
    Campfire tripods now need to be made with 3 angle irons. 3 pieces of chain A grill and 2 pieces of wirespool + small workbench.
    Added Dirty Water variants to all craft able foods (Rehydrated).
    Added Clean Water variants to all craft able foods (Rehydrated).
    Added Dirty variants to all craft able foods (Rehydrated and pot of ...).

    Balancing

    Treated bandages now take 5 seconds to craft.
    Animal traps now require 24 nails 5 Wire spool to be crafted.
    To clean a pot you now need water.
    Pots can now be cleaned with both washing liquid and bleach.
    All canned food now gives 5 times less hydration as standard.
    Purification tables now have a max amount of 2 per box.
    Lighter drop made slightly larger.
    Medical cabinet no longer spawns consumables, limiting it to medical items.
    Lowered the spawn chance on file cabinets.
    Removed consumables from spawning in crates and increased the chance of generators spawning in thse.
    Removed consumabled from spawning in toolchests.
    Added hand held radios to the cash register.
    Increased the chance of finding melee weapons in foot lockers.
    Increased the chance of finding food in fridges.
    increased the chance of finding food in gas stove.

    Known issues (High priority):

    Other player don't drop loot currently. This will be worked on and implemented once move-able containers are working.
    No physical loot spawning. We're trying to balance and fix the issues with the container spawning. By design the containers were meant to spawn less weapons/ammo since they were meant to be physical drops. Containers will start spawning ammo and weapons in 0.0.5 until physical spawning is enabled again.
    Ammo goes out of sync sometimes in weapon. Hopefully fixed in 0.1.0. requires a lot of testing.
    Doors sometimes don't initialize correctly which makes them appear closed when they're actually open on the server. Since they are open on the server, zombies appear to walk through the doors.
    Zombies are sometimes invisible on some clients.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  7. #307
    Hello all,

    We're ready for a patch on default today. We're moving experimental 0.1.2 over to default creating 0.2.2. We're changing our versioning method you'll find more detail below. There are a decent amount of fixes to go over here and please report any issues you might find to the tracker!

    Changes
    China cabinet no longer eats loot.
    Dresser no longer eats loot.
    Notes in quality settings menu UI updated to reflect changes.
    Shadow quality now updates when quality settings are changed.
    Quality settings added for water (marked improvements on low settings.)
    Improved water shader functionality for AMD video cards.
    Non loot-able sink cabinet removed from large trash-pile.
    Water bottle names have been updated for clarity. Example: Water Bottle (Clean) Water Bottle (Dirty) Water Bottle (Empty)
    Bleach can now be consumed. Has serious life limiting effect!!!
    Bandages no longer spam the log and should all work.
    Can now craft dirty water and purification tablets together to get clean water.
    Server time and month now display in the server list. This will allow new and returning players to find a server that isn't about to turn night.
    Particle culling spam in log removed.
    Night zombies now start to die closer to morning.
    Rocks covering entry ways into tunnels now have collision.
    Changed the name on the cooked green beans from: Green Beans (Uncooked) to Green Beans (Cooked).
    Lighter drop no longer shows as a weapon.
    Canceled crafting no longer plays the crafting complete sound.
    Added opening of crafting page of inventory when interacting with a workbench.
    Added hover UI to large workbenches.
    Contaminated trash junk pile now has collision.
    Fixed issue where buttons where being pushed off screen in the container window when the item in the containers weight would exceed the allowed weight the player can carry.
    Fixed instances where JunkPile_large_Outside_variant_4 had clipping issues.
    No longer fall through stairs in Building_Factory_variant_1
    Lola and Garry Iron pistol cleaning animation now syncs with sound.
    Floating weapons on own backpack when crooked and looking up should now be fixed.
    Fixed items spawning in containers with too many resources. Example: Fuel can would spawn with 35/20 resources where it should have been capped at 20/20.
    Fixed inventory showing 'Resources remaining: ' as the the quality. Now correctly shows the resources left.
    Drinking dirty water bottle now plays drinking animation.
    Servers now show in Steam server browser.
    Sway and weapon movement tweaked on all weapons to match head bobbing after recent movement speed alterations.
    Server loot tables changed slightly to add a bit more loot (We're still balancing this and there's no physical spawners still).
    Server are searchable in the server list view.
    Server are now sortable via the top tab buttons in the server list view. Can be sorted by favourites, name, region, player count, ping, password and version.
    Zombies should no longer walk through door panels when the door is open.
    Zombies no longer try to open doors unless they are actively seeking something.
    Searching area for items made clearer via the notification system. Search area by holding F
    Revised day/night lengths to make nights shorter. (This will be balanced in the future once there is more to do during the night.)
    Revised night spawning zombies start point to make it slightly earlier.
    Changed calorie tolerances for overall health calculations.
    Murders committed that day no longer carry which makes changing overall health fairer.
    Hydration now affects overall health calculations.
    Player notification system added which cleans up the chat and informs the player a bit better.
    Added detailed reasons for why overall health is decreasing and hints for how to increase which plays during new day UI (new notification system)
    Hotkeys now made clearer (new notification system)
    Player now gets notifications as their weapon condition is lowering (new notification system)
    Added inspect readout for when you have nothing equipped which shows your players stats (new notification system)
    Improved inspect readouts for weapons. (new notification system)
    Added notification and hint when pressing M (map) without a map in the inventory.
    Fixed issue with water culling which may have been causing a RAM leak.
    Fixed issue where building interiors would load double resulting in broken doors and other containers.
    Fixed issue where building interiors wouldn't load at all!
    Fixed issue where building interiors wouldn't load if you spawned inside of them.
    Nails and screws will now spawn with quantity.
    Prevented hotkeys working while in UI.
    Punching damage increased slightly.
    Punching precision improvements. Punching should feel more natural now and connecting punches should be more satisfying.
    Day zombie amounts overhaul. More zombies in buildings and more randomly spread out through world.
    Improved the layout of large trash piles so that zombies can traverse more easily.
    Improved player spawn point positions by moving them closer to roads. This should help new players find their way when first entering game. May need further balancing.
    Fixed item highlights when searching the area for items using F. Highlights are now slightly brighter too.
    Added loot-able racks in fuel stations and bus shelters where maps can always be found.
    Added Compass which aids in finding your location on the new map. Doesn't currently function as an actual compass. Only to show position on map.
    Added Map to game that only works when you have the map pickup in the inventory.
    Added item pickup: Map.
    Added item pickup: Compass.
    Dynamic weather.
    Coordinates now stay in bottom right corner after resolution change.
    Fixed large standing fridge which had floating glass door in some instances.
    Fixed large junk pile that zombie could get stuck in.
    Glass shop counter now has improved colliders. Items no longer float on top of it where the glass should be.
    Fixed furthest LOD on plaster house.
    Fixed scenario where players get in game before load is finished.
    Door out of place in House_Plaster_10_variant_1 fixed.
    Audio listeners are never double or none now meaning there's no spam in the log.
    Fully disabled items no longer spawn in containers.

    Crafting
    Hatchet handle can now be crafted with A Draw knife, Combat knife and a Kitchen knife.
    Hammer handle can now be crafted with A Draw knife, Combat knife and a Kitchen knife.
    Axe handle can now be crafted with A Draw knife, Combat knife and a Kitchen knife.
    Rags can now be cleaned with both washing liquid/bleach and water.
    Campfire tripods now need to be made with 3 angle irons. 3 pieces of chain A grill and 2 pieces of wirespool + small workbench.
    Added Dirty Water variants to all craft able foods (Rehydrated).
    Added Clean Water variants to all craft able foods (Rehydrated).
    Added Dirty variants to all craft able foods (Rehydrated and pot of ...).

    Balancing
    Treated bandages now take 5 seconds to craft.
    Animal traps now require 24 nails 5 Wire spool to be crafted.
    To clean a pot you now need water.
    Pots can now be cleaned with both washing liquid and bleach.
    All canned food now gives 5 times less hydration as standard.
    Purification tables now have a max amount of 2 per box.
    Lighter drop made slightly larger.
    Medical cabinet no longer spawns consumables, limiting it to medical items.
    Lowered the spawn chance on file cabinets.
    Removed consumables from spawning in crates and increased the chance of generators spawning in thse.
    Removed consumables from spawning in tool chests.
    Added hand held radios to the cash register.
    Increased the chance of finding melee weapons in foot lockers.
    Increased the chance of finding food in fridges.
    increased the chance of finding food in gas stove.

    Known issues (High priority):
    Zombies will under some circumstance walk through locked doors
    Zombies will sometimes ignore players
    Placing two locks on a container or door may require a restart
    Other player don't drop loot currently. This will be worked on and
    implemented once move-able containers are working.
    No physical loot spawning. We're trying to balance and fix the issues with the container spawning. By design the containers were meant to spawn less weapons/ammo since they were meant to be physical drops. Containers will start spawning ammo and weapons in 0.0.5 until physical spawning is enabled again.
    Ammo goes out of sync sometimes in weapon. Hopefully fixed in 0.1.0. requires a lot of testing.
    Doors sometimes don't initialize correctly which makes them appear closed when they're actually open on the server. Since they are open on the server, zombies appear to walk through the doors.
    Zombies are sometimes invisible on some clients.

    New Versioning
    We are changing our versioning methods to make progress a bit more clear and easier to track among other reasons. The next patch will be 0.2.2 instead of 0.2.0. We will no longer be resetting the last ‘experimental’ number in the versions.

    The current experimental build is 0.1.2 so 0.2.2 will be the new default. The next experimental build will be 0.2.3 and so on. As an example if the experimental build should be stable at 0.2.6 it will go to default as 0.3.6 instead of (the old method) 0.3.0. The last number will never reset and will track the total number of game builds.

    What's Next
    Our next major update will focus on some more stabilization and fixes along with a bit more ‘quality of life’ stuff. We plan on tweaking and polishing up current crafting recipes, consumable nutritional values (we will be posting associated files next week to allow the community to have a crack at balancing the project) along with many other small ‘fun’ fixes. The rest of the plan remains the same, fix what we have, shore things up and slowly add features to meet our alpha trailer and gameplay! As always, thanks much for the continued support and fantastic bug hunting. Releasing at this stage has caused some heartache but in the end you guys have been fantastic at finding and helping to sort issues!. As always you can find us on a now much calmer discord for a chat!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  8. #308
    comment tu balances ça avec dédain !
    dis le si ya plus que Stationeers, DBZ et autre subnautica qui comptent a tes yeux ! !

  9. #309
    Youhou un patch.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  10. #310
    T'arrêtes ?

  11. #311
    Non mais j'ai très peu de temps en se moment.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  12. #312
    je vais essayé de vous rejoindre, le tchat vocal est-il implanté ?
    sinon vous êtes sur TS ? Discord ?
    merci !

  13. #313

  14. #314
    Citation Envoyé par Raoulospoko Voir le message
    Non mais j'ai très peu de temps en se moment.
    Bah si tu patch c'est que tu arrêtes

    'Tain Raoul quoi arrêtes le biberon

  15. #315
    Haaaa putain il y avais une blague
    Faut suivre !!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  16. #316


    J'ai trouvé une map dans un abri-taxi. Mais pas de boussole pour s'orienter.

    Bref j'ai joué mes 5minutes mensuelles

  17. #317
    Pas moi...
    Survive the Night est trop vaste pour moi pour l'instant...
    Bon après je dis pas non mardi ou mercrdi soir !!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  18. #318
    Et hop !!

    Changes - Feb. 8, 2018, 11:13 a.m.
    Coming in 0.3.X (experimental available)

    General

    [Use] button inventory for the map now closes the inv and opens the map.
    Fixed issue where some stats couldn't be affected negatively by consumables.
    rauser rig no longer has disapearing hammer.
    Server time persistence improved. Now fully fully persistent through build updates and server restarts. Reseting the database will clear the saved server time.
    Gas stoves no longer spam log about cooking zones and now have colliders so the player cannot walk through it.
    Notification que limit changed to 3. This stops it being confusing when multiple notifications are required.

    AI

    Fixed 2 scenarios which were definitely causing zombies to become invisible! We're hopeful that this is all ways but we can't be 100% sure at this time.
    Improved zombies network usage. Zombies should use about 50% of the bandwidth they were previously using.
    Zombie movement should now be smoother overall regardless of ping.
    Fixed issue where day zombies were being incorrectly killed off even once they had found a building. This fix could mean there's a lot more day zombies (balancing required)
    Fixed scenario where zombies could get stuck on the wrong side of a door and still be trying to attack it.
    Fixed scenario which was allowing zombies to walk through doors.
    Zombies now always try to open doors if there a player near by.
    Zombies should no longer be able to attack players through walls and doors.
    Fixed scenario where zombies would become unresponsive to certain players.
    Zombies no longer become glitched and scream repeatedly.
    Movement trasition between idle and running is now more smooth for zombies.
    Zombies now face you when screaming after being alerted to your presence.
    Zombie ragdolls improved. They should now fall more realistically.

    Loot Spawning​

    Pub/Bar cupboards now work as storage containers.
    Barbers shop counter now works a storage container.
    Tweaked the quality of items spawned in the file and bedside cabinets.
    Haybales can now be searched for tinder.
    Interact hold down changed from 8 to 4 seconds on dead trunks harvest points.

    Items

    Lola and Garry ammo capacity now changed to 8. (previously 12 rounds.)
    Lola and Garry pistol now takes .45 acp ammo. (previously 9mm)
    Energy drink pickup added.
    Berries now have pickup mesh. Previously they were large white cubes
    Fixed the cupcakes 50% to now drop cupcakes 25%.
    MRE pickup is now consumable.
    Tea candles pickup should no longer become invisible.
    Changed all battery pickup weights to 0.25
    Canned Dog food now shows as food and not drink.
    Canned cat food is now shows as food and not drink.
    Canned pineapple is now shows as food and not drink.
    Beets now have correct naming for different variants.
    Bleach now correctly setup as a consumable.

    Crafting

    Crafting recipes for energy drinks added. Red or Green berries + water will give weak energy drink. Red and green berries combined + water produce stronger variant.
    Cardboard is now correctly consumed when crafting tinder from cardboard.
    Clean rags can now be crafted into bandages.
    Can now sharpen axes, hatches and combat knives using the sharpenning stone.

    Design

    Barrels clipping through wall in House_Farm_House_variant_1 at x1228 y -8 z-524 now fixed.
    Sidewalk clipping through building House_2_variant_1 at x-1080 y54 z984 now fixed.
    Terrain clipping through building floor in House_9_Variant_4 at x-1112 y54 z1020 now fixed.
    Grass clipping through some buildings now fixed. Various building in the wild will still have this issue.
    Removed hanging plank of porch on TwoFI_Brick_WDeck_2.0 which would glitch the player when being walked in to.
    Improved building variants in Addersfield.
    Floating junk in subsector x-4_z-10 has been removed.
    Floating rocks in subsector x7_z4 has been moved to the ground.
    Floating fence piece in subsector x-2_z-5 has been moved to the platform.
    Floating house in subsector x12_z-7 has been removed.
    Floating sign on terrain 61 fixed.

    Sounds & Effects

    Hit particles, decals and impact particles on most items are now correct. Most surfaces will now have their own effect set.
    Waterfalls are no longer too bright during the night.
    Added bullet penetration on objects in the world (Doors can now be shot through!)
    Improved paper impact sounds.
    Added /Stuck command. Attempts to free the player if they are stuck for whatever reason.
    FRKS jam animation now syncs with sound.
    Broken windmill audio removed.

    UI

    Tablist no longer updates 1 player at a time when refreshing.
    Kitchen cupboards hover UI now in the correct location.
    BBQ description updated.
    Quicklink URL's now point to correct links in the tablist.
    Fixed egnative to negative in the overall health description.
    Start color of loading circle made less transparent to stop it being invisble when holding E (especially if the interact time is really long).
    Loading circle now scales with the screensize, works properly on widescreen monitors
    Loading circle is now perfectly centered.
    Notifactions added for item consumining from the inventory.
    Kitchen sink hover UI now positions correctly.
    Changed fuels station man hole cap to coming soon UI. Fuel extraction currently disabled due to issues.

    Admin

    Added /Stuck command which will attempt to free a stuck player. Use /StuckPlayer playerName to unstick other players (perm dependant.)
    Added perm for stuck command variants.
    Teleporting to a location no longer snaps you on to the roof or highest surface.

    Known issues

    Some kitchen cabinets are broken in Experimental 0.2.3
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  19. #319
    ello all,

    We're moving our experimental branch to default today. We've done a bit of testing there and feel it's stable enough. You can check the changes below. They're all located on the changelog. We'll be releasing the next experimental patch 0.3.4 sometime next week. Thanks much for the continued support!

    Changes

    General
    [Use] button inventory for the map now closes the inv and opens the map.
    Fixed issue where some stats couldn't be affected negatively by consumables.
    Rauser rig no longer has disapearing hammer.
    Server time persistence improved. Now fully fully persistent through build updates and server restarts. Reseting the database will clear the saved server time.
    Gas stoves no longer spam log about cooking zones and now have colliders so the player cannot walk through it.
    Notification queue limit changed to 3. This stops it being confusing when multiple notifications are required.

    AI
    Fixed 2 scenarios which were definitely causing zombies to become invisible! We're hopeful that this is all ways but we can't be 100% sure at this time.
    Improved zombies network usage. Zombies should use about 50% of the bandwidth they were previously using.
    Zombie movement should now be smoother overall regardless of ping.
    Fixed issue where day zombies were being incorrectly killed off even once they had found a building. This fix could mean there's a lot more day zombies (balancing required)
    Fixed scenario where zombies could get stuck on the wrong side of a door and still be trying to attack it.
    Fixed scenario which was allowing zombies to walk through doors.
    Zombies now always try to open doors if there a player near by.
    Zombies should no longer be able to attack players through walls and doors.
    Fixed scenario where zombies would become unresponsive to certain players.
    Zombies no longer become glitched and scream repeatedly.
    Movement trasition between idle and running is now more smooth for zombies.
    Zombies now face you when screaming after being alerted to your presence.
    Zombie ragdolls improved. They should now fall more realistically.

    Loot Spawning​
    Pub/Bar cupboards now work as storage containers.
    Barbers shop counter now works a storage container.
    Tweaked the quality of items spawned in the file and bedside cabinets.
    Haybales can now be searched for tinder.
    Interact hold down changed from 8 to 4 seconds on dead trunks harvest points.

    Items
    Lola and Garry ammo capacity now changed to 8. (previously 12 rounds.)
    Lola and Garry pistol now takes .45 acp ammo. (previously 9mm)
    Energy drink pickup added.
    Berries now have pickup mesh. Previously they were large white cubes
    Fixed the cupcakes 50% to now drop cupcakes 25%.
    MRE pickup is now consumable.
    Tea candles pickup should no longer become invisible.
    Changed all battery pickup weights to 0.25
    Canned Dog food now shows as food and not drink.
    Canned cat food is now shows as food and not drink.
    Canned pineapple is now shows as food and not drink.
    Beets now have correct naming for different variants.
    Bleach now correctly setup as a consumable.

    Crafting
    Crafting recipes for energy drinks added. Red or Green berries + water will give weak energy drink. Red and green berries combined + water produce stronger variant.
    Cardboard is now correctly consumed when crafting tinder from cardboard.
    Clean rags can now be crafted into bandages.
    Can now sharpen axes, hatches and combat knives using the sharpenning stone.

    Design
    Barrels clipping through wall in House_Farm_House_variant_1 at x1228 y -8 z-524 now fixed.
    Sidewalk clipping through building House_2_variant_1 at x-1080 y54 z984 now fixed.
    Terrain clipping through building floor in House_9_Variant_4 at x-1112 y54 z1020 now fixed.
    Grass clipping through some buildings now fixed. Various building in the wild will still have this issue.
    Removed hanging plank of porch on TwoFI_Brick_WDeck_2.0 which would glitch the player when being walked in to.
    Improved building variants in Addersfield.
    Floating junk in subsector x-4_z-10 has been removed.
    Floating rocks in subsector x7_z4 has been moved to the ground.
    Floating fence piece in subsector x-2_z-5 has been moved to the platform.
    Floating house in subsector x12_z-7 has been removed.
    Floating sign on terrain 61 fixed.

    Sounds & Effects
    Hit particles, decals and impact particles on most items are now correct. Most surfaces will now have their own effect set.
    Waterfalls are no longer too bright during the night.
    Added bullet penetration on objects in the world (Doors can now be shot through!)
    Improved paper impact sounds.
    Added /Stuck command. Attempts to free the player if they are stuck for whatever reason.
    FRKS jam animation now syncs with sound.
    Broken windmill audio removed.

    UI
    Tablist no longer updates 1 player at a time when refreshing.
    Kitchen cupboards hover UI now in the correct location.
    BBQ description updated.
    Quicklink URL's now point to correct links in the tablist.
    Fixed egnative to negative in the overall health description.
    Start color of loading circle made less transparent to stop it being invisble when holding E (especially if the interact time is really long).
    Loading circle now scales with the screensize, works properly on widescreen monitors
    Loading circle is now perfectly centered.
    Notifactions added for item consumining from the inventory.
    Kitchen sink hover UI now positions correctly.
    Changed fuels station man hole cap to coming soon UI. Fuel extraction currently disabled due to issues.

    Admin
    Added /Stuck command which will attempt to free a stuck player. Use /StuckPlayer playerName to unstick other players (perm dependant.)
    Added perm for stuck command variants.
    Teleporting to a location no longer snaps you on to the roof or highest surface.

    Known Issues
    Some kitchen cabinets are broken in Experimental 0.2.3

    Coming in 0.4.X (experimental available early next week)

    General
    Player should no longer be able to get stuck in shipping container by jumping on boxes.
    Fixed capitalisation issue in energy drink name.
    Fixed the size of the collider on the tea candle pickup.
    Shooting glass in middle of exterior doors now shows glass particles.
    Shooting through gaps in glass on exterior doors no longer shows particles.
    Wood in the the middle of the exterior doors is now penetrable.
    Terrains now cast shadows.
    Drinking energy now notifies player of stamina change.
    Improved inventory item resource checking methods so that it can now aggregate the items with resources.
    Added craftable lock kit which is crafted using all the individual parts you used to use to fit locks.

    Lock upgrades
    Locks are now persistent through server restarts.
    Added notifications for all lock operation from placing to to locking.
    Fixed scenario where only one lock on each door could be interacted with.
    Locks no longer spam errors when there are multiple players on the server.
    Fixed issue that was allowing the inventory to be open while in the lock UI.
    Added functionality to resetting code locks after they’ve been set.
    Added button on lock UI which points to the wiki page
    Changed lock placement objects so that they now take lock kits and not all the individual parts.
    Lock code input wheels now move smoothly.
    Materials on lock UI improved so they glow correctly.
    Fixed straight lock visualisation.
    Added ability to click the hoop in the lock UI which will snap the lock shut.

    Items
    Added lock kit pickup which is now used instead of all the individual parts when fitting a lock.

    GUI
    Fixed the inventory spacing/alignment issues in the tabs after All category.
    Removed the [-] that wasn’t used on the inventory tabs.
    Fixed capitalisation on ‘You’re too fatigued to jump’ notification.
    Added name scaling in the inventory for item names that are really long.
    Given the name width in the inventory more space.

    Weapons
    Fixed issue which allowed the mouse sensitivity to get stuck when scoping out/switching weapons
    R-6804 Jam speed is now slightly faster.

    Animations
    Consuming energy drink now plays drinking animation.
    R-6804 Jam animation no longer clips the scope with his thumb.

    Design
    Fixed chair on prop_wooden_table_fallen.fbx which was angled unrealistically and was defiying gravity.
    Fixed stretched textures on prop_wooden_table_fallen.fbx.
    Door lock positions moved away from the handles so that interacting with the handle is easier.
    Gap in guardrail fixed on terrain 50.
    Floating pallets on roof of projects building fixed.
    Clipping pallets on roof of projects building fixed.
    Floating signs on terrain 43 fixed by moving them back to fence.
    Fixed clipping desk clutter in house 6 variant 1.
    Trees near cliffs in Sage Creek are now at the correct height.
    Fixed clipping display cabinet and shelving in plaster house 9 variant 4.
    Fixed missing light switches in plaster house 10 variant 5.
    Improved doors clipping walls in project building. (Full model rework will be required)
    Floating roads in multiple locations. Terrains 23, 27 and 51.
    Fixed terrain clipping through parking lot on terrain 19.
    Removed grass from building on terrain 35.
    Fixed broken railing on bridge on terrain 29.
    Fix for Far LOD never changing to real trees in some instances.

    Audio
    R-6804 Jam Audio Updated and is now in sync.
    a2z typing intro volume reduced.
    Zombie agony and attack sounds improved to prevent overlapping.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  20. #320
    Changes - Feb. 27, 2018, 12:59 p.m.
    Coming in 0.4.x (experimental availble via Steam)

    General-

    Player should no longer be able to get stuck in shipping container by jumping on boxes.
    Shooting glass in middle of exterior doors now shows glass particles.
    Shooting through gaps in glass on exterior doors no longer shows particles.
    Wood in the the middle of the exterior doors is now penetrable.
    Terrains now cast shadows.
    Drinking energy now notifies player of stamina change.
    Improved inventory item resource checking methods so that it can now aggregate the items with resources.
    Fixed issue where you would sometimes not be able to un-crouch or jump.
    Added craftable lock kit which is crafted using all the individual parts you used to use to fit locks.
    Stopped hotkeys working while the equipped weapon is being cleaned (this previously broke the inventory).
    Fixed issue where consuming items that didn’t have animations could break the item consuming.
    Changed logic so that switching away from a jammed weapon takes slightly longer than usual (this previously broke the inventory).
    All [Eat] [Drink] [Use] buttons go grey while consuming another item to save confusion.
    Fixed issue where hotkeys would go out of sync if you equipped a weapon from the inventory or moved the equipped weapon to a container.
    Fixed issue where canceling consume animation would break all other consuming.

    Lock upgrades

    Locks are now persistent through server restarts.
    Added notifications for all lock operation from placing to to locking.
    Fixed scenario where only one lock on each door could be interacted with.
    Locks no longer spam errors when there are multiple players on the server.
    Fixed issue that was allowing the inventory to be open while in the lock UI.
    Added functionality to resetting code locks after they’ve been set.
    Added button on lock UI which points to the wiki page.
    Changed lock placement objects so that they now take lock kits and not all the individual parts.
    Lock code input wheels now move smoothly.
    Materials on lock UI improved so they glow correctly.
    Fixed straight lock visualization.
    Added ability to click the hoop in the lock UI which will snap the lock shut.

    AI

    AI now takes significantly longer to break open doors with locks.
    Zombies can now retarget after starting to attack a door.
    Minimum amount of attacks for a zombie to open an unlocked door has been increased.
    Situation fixed where zombie could walk through doors if there was a player near by but the zombie wasn't moving towards any sound or had any targets. This would only happen if the player is in god mode or if the player has more than the max amount of zombies chasing him.
    Improved zombie player awareness when interacting with or through doors.

    Items

    Added lock kit pickup which is now used instead of all the individual parts when fitting a lock.
    Canned items now have the correct prefix in name.
    All items in sauce pans now have the correct prefix in name.
    Fixed the size of the collider on the tea candle pickup.
    Fixed capitalization issue in energy drink name.
    Oats now turn into the correct object when cooked.
    Canned sausage now turns in to the correct object when cooked.
    Canned dog and cat food now return empty cans when consumed.
    Boxed Spaghetti and potatoes now return empty cardboard when consumed.
    Cooked tomato soup new returns the same Cals as the uncooked.
    Cooked pineapple now has 0 sickness chance.

    GUI

    Fixed the inventory spacing/alignment issues in the tabs after All category.
    Removed the [-] that wasn’t used on the inventory tabs.
    Fixed capitalization on ‘You’re too fatigued to jump’ notification.
    Added name scaling in the inventory for item names that are really long.
    Given the name width in the inventory more space.
    Coming soon UI added to propane grill.

    Weapons

    Fixed issue which allowed the mouse sensitivity to get stuck when scoping out/switching weapons
    R-6804 Jam speed is now slightly faster.
    Melee fire rates tweaked for balancing
    Melee damage tweaked on some weapons for balancing.
    Consuming energy drink now plays drinking animation.
    R-6804 Jam animation no longer clips the scope with his thumb.
    Hatchets now work for chopping trees.
    Hatchets now work for hitting enemies.
    Melee tree chopping precision improved.

    Design

    Fixed chair on prop_wooden_table_fallen.fbx which was angled unrealistically and was defying gravity.
    Fixed stretched textures on prop_wooden_table_fallen.fbx.
    Door lock positions moved away from the handles so that interacting with the handle is easier.
    Gap in guardrail fixed on terrain 50.
    Floating pallets on roof of projects building fixed.
    Clipping pallets on roof of projects building fixed.
    Floating signs on terrain 43 fixed by moving them back to fence.
    Fixed clipping desk clutter in house 6 variant 1.
    Trees near cliffs in Sage Creek are now at the correct height.
    Fixed clipping display cabinet and shelving in plaster house 9 variant 4.
    Fixed missing light switches in plaster house 10 variant 5.
    Improved doors clipping walls in project building (full model rework will be required).
    Floating roads in multiple locations. Terrains 23, 27 and 51.
    Fixed terrain clipping through parking lot on terrain 19.
    Removed grass from building on terrain 35.
    Fixed broken railing on bridge on terrain 29.
    Fix for Far LOD never changing to real trees in some instances.
    Invisible barriers removed on decal_road6.prefab
    Snapped floating rocks on terrain 44 to the ground.
    Added metal exterior doors to the back exit of large grocery stores.
    Fixed meshlink fencing on prison island.
    Fixed fencing around dock on prison island.

    Audio

    R-6804 Jam Audio Updated and is now in sync.
    a2z typing intro volume reduced.
    Zombie agony and attack sounds improved to prevent overlapping.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  21. #321
    merci Raoul !
    Mais j'avoue, flemme de tout lire... et j'capte pas tout ce que ça veut dire en plus....
    vous avez rejoué depuis les dernieres mises a jour ?

  22. #322
    Ben j'ai du tester la maj pendant au moins.... quinze minutes...
    Je t'avoue que j'ai plus trop le temps pour les grosses sessions multi.
    Apparemment là c'est opti zombie, moins de problèmes avec les meubles et la persistance du loot.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  23. #323
    Changes - March 7, 2018, 6:08 p.m.
    Coming in 0.4.x (experimental available via Steam)

    General-

    Player should no longer be able to get stuck in shipping container by jumping on boxes.
    Shooting glass in middle of exterior doors now shows glass particles.
    Shooting through gaps in glass on exterior doors no longer shows particles.
    Wood in the the middle of the exterior doors is now penetrable.
    Terrains now cast shadows.
    Drinking energy now notifies player of stamina change.
    Improved inventory item resource checking methods so that it can now aggregate the items with resources.
    Fixed issue where you would sometimes not be able to un-crouch or jump.
    Added craftable lock kit which is crafted using all the individual parts you used to use to fit locks.
    Stopped hotkeys working while the equipped weapon is being cleaned (this previously broke the inventory).
    Fixed issue where consuming items that didn’t have animations could break the item consuming.
    Changed logic so that switching away from a jammed weapon takes slightly longer than usual (this previously broke the inventory).
    All [Eat] [Drink] [Use] buttons go grey while consuming another item to save confusion.
    Fixed issue where hotkeys would go out of sync if you equipped a weapon from the inventory or moved the equipped weapon to a container.
    Fixed issue where canceling consume animation would break all other consuming.

    Lock upgrades

    Locks are now persistent through server restarts.
    Added notifications for all lock operation from placing to to locking.
    Fixed scenario where only one lock on each door could be interacted with.
    Locks no longer spam errors when there are multiple players on the server.
    Fixed issue that was allowing the inventory to be open while in the lock UI.
    Added functionality to resetting code locks after they’ve been set.
    Added button on lock UI which points to the wiki page.
    Changed lock placement objects so that they now take lock kits and not all the individual parts.
    Lock code input wheels now move smoothly.
    Materials on lock UI improved so they glow correctly.
    Fixed straight lock visualization.
    Added ability to click the hoop in the lock UI which will snap the lock shut.
    (0.3.5) Locks are now much more resistant to player damage making them much more useful.
    (0.3.5) Weapons do different amounts of damage to locks now rather than a default range.

    Flash lights

    (0.3.5) Zombies are now drawn to flashlights.
    All flashlights are now capable of attacking.
    Altered flashlight logic for wind up so that pressing right mouse is on/off and holding starts the wind up. (Left click is now attacking)
    Spamming debugs on server for flashlights removed.
    Flashlights now have inspect readout.
    Can no longer start charging wind up flashlight while in the map.
    Melee weapons now have inspect readout!
    Flashlights now have inspect animations and read outs.
    Fixed issue where flashlights weren't being disabled when unequipped
    Light colours and intensity updated on all flashlights for better balancing.
    Light range and spot angle updated on all flashlights (Proxy and FPS have the same values)
    Cookies assigned to all flashlights.
    Notification added for when you're trying to activate a flashlight but it doesn't have any batteries
    Small flashlights both led and non led say they are small in the name now.
    Large flashlights both led and non led say they are large in the name now.

    AI

    AI now takes significantly longer to break open doors with locks.
    Zombies can now retarget after starting to attack a door.
    Minimum amount of attacks for a zombie to open an unlocked door has been increased.
    Situation fixed where zombie could walk through doors if there was a player near by but the zombie wasn't moving towards any sound or had any targets. This would only happen if the player is in god mode or if the player has more than the max amount of zombies chasing him.
    Improved zombie player awareness when interacting with or through doors.

    Items

    Added lock kit pickup which is now used instead of all the individual parts when fitting a lock.
    Canned items now have the correct prefix in name.
    All items in sauce pans now have the correct prefix in name.
    Fixed the size of the collider on the tea candle pickup.
    Fixed capitalization issue in energy drink name.
    Oats now turn into the correct object when cooked.
    Canned sausage now turns in to the correct object when cooked.
    Canned dog and cat food now return empty cans when consumed.
    Boxed Spaghetti and potatoes now return empty cardboard when consumed.
    Cooked tomato soup new returns the same Cals as the uncooked.
    Cooked pineapple now has 0 sickness chance.

    GUI

    Fixed the inventory spacing/alignment issues in the tabs after All category.
    Removed the [-] that wasn’t used on the inventory tabs.
    Fixed capitalization on ‘You’re too fatigued to jump’ notification.
    Added name scaling in the inventory for item names that are really long.
    Given the name width in the inventory more space.
    Coming soon UI added to propane grill.

    Weapons

    Fixed issue which allowed the mouse sensitivity to get stuck when scoping out/switching weapons
    R-6804 Jam speed is now slightly faster.
    Melee fire rates tweaked for balancing
    Melee damage tweaked on some weapons for balancing.
    Consuming energy drink now plays drinking animation.
    R-6804 Jam animation no longer clips the scope with his thumb.
    Hatchets now work for chopping trees.
    Hatchets now work for hitting enemies.
    Melee tree chopping precision improved.

    Design

    Fixed chair on prop_wooden_table_fallen.fbx which was angled unrealistically and was defying gravity.
    Fixed stretched textures on prop_wooden_table_fallen.fbx.
    Door lock positions moved away from the handles so that interacting with the handle is easier.
    Gap in guardrail fixed on terrain 50.
    Floating pallets on roof of projects building fixed.
    Clipping pallets on roof of projects building fixed.
    Floating signs on terrain 43 fixed by moving them back to fence.
    Fixed clipping desk clutter in house 6 variant 1.
    Trees near cliffs in Sage Creek are now at the correct height.
    Fixed clipping display cabinet and shelving in plaster house 9 variant 4.
    Fixed missing light switches in plaster house 10 variant 5.
    Improved doors clipping walls in project building (full model rework will be required).
    Floating roads in multiple locations. Terrains 23, 27 and 51.
    Fixed terrain clipping through parking lot on terrain 19.
    Removed grass from building on terrain 35.
    Fixed broken railing on bridge on terrain 29.
    Fix for Far LOD never changing to real trees in some instances.
    Invisible barriers removed on decal_road6.prefab
    Snapped floating rocks on terrain 44 to the ground.
    Added metal exterior doors to the back exit of large grocery stores.
    Fixed meshlink fencing on prison island.
    Fixed fencing around dock on prison island.

    Audio

    R-6804 Jam Audio Updated and is now in sync.
    a2z typing intro volume reduced.
    Zombie agony and attack sounds improved to prevent overlapping.

    Admin

    (0.3.6) Added terminal window that works from the menu scene so that commands can be input. Terminal can be opened with ` of \ on windows or just \ on mac. All in game commands work (while in game) and new commands have been added like /loglevel /clear
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  24. #324

    Coming in v0.5.x (Experimental available as 0.4.9)

    General

    Added ability for items to turn into other items rather than being destroyed when they are empty/0 quantity. Example: water purification tables can now turn in to empty card board box.
    Now possible to log off at bus shelters.
    Shooting door handles no longer shows decals hitting an invisible box around them.
    Game volume no longer resets to full volume between play sessions.
    Fixed weird spelling on coffee pot texture.
    Added coming soon UI to the radiator.
    Added coming soon UI to the Coffee pot.
    Fixed issue where sounds could be incorrectly heard after death.
    Pressing interact key on dirty water sources now opens the inventory.
    Weather now syncs with other players when first joining the game. Previously it was only updating after the weather changed again.
    Significantly increased the burn time of fire wood and coal. Fires can now in theory last through the night.
    Other players flashlights should always be visible to each other now and be persistent when joining the game.
    Zombies take longer to disappear after being killed.
    Notice boards now give maps.
    Players now do varied amounts of damage to locks dependant on what weapon they are using.
    Zombies now do less damage to locks.
    Zombies now have a chance of giving up when attacking a door.
    Improved fuel cap lid model to make it more clear.
    Pallet variants now spawn electrical items based loot.

    Electrics overhaul

    Fuel burns quicker based on the amount of load on the generator.
    Generators now stall when load becomes too much.
    Breaker panels now blow breakers and trip the power when the load is too much.
    Generators now have startup, miss start and dying logic and effects.
    Fuel station signs now works.
    Electric garage doors now work.
    Sinks now provide clean water when pumps have power.
    Fuel station pumps now provide fuel when station is powered.
    All light bulb types can now be shot and destroyed.
    Added work light variant that is triggered by a movement sensor that can be triggered by players or Ai.
    LED indicator light added to generator.
    LED indicator light added to meter and breaker panels. Off = no power, Red = power but inactive panel and green = power and active panel.
    LED indicator light added to various other machines that require power.
    Lights now have a chance of randomly flickering which is synced on all clients.
    Fixed scenario where [Add] button was missing when trying to add fuel but can’t. Now displays grey [Add] button for clarity.
    Jerry cans now show fuel amount in name. Example: Jerry can (11/20)
    Jerry cans no longer stack.
    Generators now spawn with some parts.
    Generator fuel tanks can no longer be removed and act as a fixed attachment.
    Fuel tank in generator now shows how much fuel is remaining next to name. Example: Fuel tank (11/20)
    Added fuel gauge to generator GUI to better indicate how full the tank in and added button for taking and removing fuel from that location as well.
    Electric meter and breaker panels now have animated leavers.
    Improved switch/lever model on meter and breaker panels and reversed direction.
    Moved runtime remaining display under generator picture.
    Changed top right corner button in generator UI from [move] to [Close]
    Added [Interact] button in the generator UI next to the new fuel gauge which allows you to start the generator from the UI.
    Added [Take] and [Place] button next to new [Interact] button which lets you pickup or move the generator.
    Added [Interact] button in breaker and meter panel UI’s so that they can be activated while still in the UI.
    Added indicator light in UI for generator, meter and breaker panel.
    Added indicator light key to UI in the generator, meter and breaker panel to help guide players.
    Fixed issue where parts couldn’t be moved to a generator from the inventory using the [Move] button inventory.
    Changed required parts for the generator to make them more realistic.
    Worklamp range increased.
    Worklamp light intensity increased significantly.
    Freestanding lamps now have a [Interact] button in the UI instead of an independent switch.
    Generators now only power meters that are within 5m.
    Generators, meter and breaker descriptions no longer run off screen.
    Added fluorescent light type and placed them around the world in appropriate locations.
    Exterior lights all work
    Reduced size of work lamp
    Added additional particles and sounds to lights and electrics.

    Crafting

    Clicking the search bar in the crafting menu while crafting now cancels the current craft.
    Fixed the width of the craftable names in the search list view that were being cut off too soon.
    Updated [Minus] UI in the inventory so that it no longer clips the ].
    Changed greyed out [drop] buttons to greyed out [minus] buttons while on the crafting page.
    Stopped the crafting sound getting stuck in an endless loop when clearing or canceling the current craft.
    Removed cleaning with dirty rags craftrables.
    New small workbench is now craftable.

    Controller

    Crouch height changed to bring it in line with how the proxy characters look.
    Smoothed out crouch motion and made it feel more natural.
    Added slightl bounce at end of crouch to make the motion feel more fluid.
    Added slight head raise when moving while crouched (Matches motion proxy animation makes).
    Added slight head lowering when moving while standing.
    Increased speed of transition between crouched and standing.
    Default mouse sensitivity reduced.
    Mouse sensitivity now correctly matches your previous play session.
    Player steepness checks improved and are now more accurate.
    Particles added when sliding on surfaces that are too steep.
    Player can now walk up steeper slopes.
    Players can no longer spam jump to get up steeper surfaces. Player is now pushed away from the surface being jumped on.
    Camera jolt when landing from a jump is more intense based on the Y velocity.
    Water bottles no longer get destroyed when filling from a dirty water source when you have more than 1 empty bottle.
    Can now move water between saucepans and bottles.

    Environment

    Fixed floating road on terrain 57.
    Fixed position of the furthest LOD on structure TwoFi_Brick_WGarage_Fix_pref
    Reduced reflections on tv screens.
    Removed unusable large generators to save confusion. For now all large structures can be powered using a normal
    Fixed floating road on terrain 35.
    Fixed texture seams in House_plaster_10 model.
    Replaced ceiling material in house_plaster_10 model for something more appropriate.
    Moved floating bushes on terrain 31 to the ground.
    Moved floating stone wall on terrain 38 to the ground.
    Fixed water clipping through the ground on terrain 30.
    Missing water added on terrain 27.
    Moved floating bushes in scene 52 to the ground.
    Moved tree that was clipping rock on terrain 37.
    Added bus stops to entrances and central areas in towns around the island.
    Added a bit of extra design around new bus stops

    Performance

    FPS limited during the splash screen
    Improved performance while firing weapons.

    Weapons

    Fixed scenario where reload sounds were being unloaded incorrectly. Most noticeable on progressively reloaded weapons.
    Fixed scenario that would make the ammo in weapons go out of sync.

    Items

    Added fluorescent light pickup.
    Added small work bench.
    Added pull start pickup for generators.
    Added carburettor pickup for generators.
    Empty can weight changed to 0.2 lbs
    Firewood weight changed to 12 lbs
    Box of nails weight changed to 1 lbs
    Planks weight changed to 2.5 lbs
    Empty saucepans weight changed to 2.2lbs
    Camping tripod weight changed to 26 lbs
    Camping tripod now requires metal rods to craft.
    Hatched weight changed to 2.3 lbs
    Hatched handle weight changed to 0.65 lbs
    Hatched Head weight changed to 1.65 lbs
    Campfire weight changed to 12 lbs
    Empty water bottle weight changed to 0.1 lbs
    Saucepans now weigh 3.2 lbs
    Cans now weigh 1.2 lbs
    Changed bateman weight to 3 lbs
    Changed the rauser weight to 1.5 lbs
    Changed the lola weight to 1.8 lbs
    Purification tablets name updated for clarity.
    Mugs can now be cleaned via crafting.
    Fixed the tackle box drop so that it is now a tackle box.

    Animations

    Various new consuming animations that were previously missing.
    New generic eating animation for items that don't have a dedicated animations.
    Fixed clipping animation when consuming canned items.
    Fixed clipping lola&garrry handgun inspect animation.
    Wood stove door now has animations for opening and closing.

    Admin / util

    Fixed /Kill command. Example: /Kill zombie 50
    Added kill command chat return which gives detailed information about what was killed.
    Deleted or re-id’d items no longer break the inventory for players that had those items when they last logged off.

    KNOWN ISSUES

    Audio issues that stop the sliders working as expected.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  25. #325
    Me suis refais 2-3 runs ces derniers jours, histoire de voir...

    Bah...

    fermes le topic hein mon Raoul

  26. #326
    Oui c'est grave foireux au final...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  27. #327
    Je viens de matter la roadmap, les véhicules c'est pas pour tout de suite...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  28. #328
    Non mais y'a rien à y faire hein.

  29. #329
    Ouaip pas avant 2020...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  30. #330
    Pour les deux du fond qui suivent encore !


    Changelog

    General

    Reduced overall size on disk for game from aproximately 10.5gb to 8.5gb.
    Fixed broken UV's on low quality water.
    Dead/Ragdoll characters no longer fall through roads.
    Fixed issue where not all items that should be spawning were being chosen.
    Hospital specific props added.
    Weapons now hide correctly when in placement mode.
    Shooting locks no longer leaves a floating impact decal.
    Own shadows now move up and down when looking around.
    Machete now has weight.
    Lock hasp and staple visualisation no longer casts shadows.
    Fixed issue where floating impact decals would be left after shooting a light bulb.
    Updated light bulb smashing effect to make it look nicer.

    Quality of Life Improvements

    Improved initial player spawn locations to create a more emersive new character experience.
    Containers now show item quantity and capacity directly in the hover UI which saves the player having to open all containers when searching for loot. Example - Quantity 2/10
    Added reload complete notification which gives info about loaded ammo and remaining ammo in the inventory.
    Reload and consuming actions are now considered finished when the animation is 80% complete. Previously the player could open the inventory and accidentally cancel an action when it appeared to be finished.
    Can no longer open the menu while in the player list.
    Added walk and sprint lock support. Press = key while holding either walk or walk and sprint key to lock input.
    Server IP now displays as name for servers that don't have a name input.
    Player no longer freezes when escape is pressed to gain access to the menu. This could result in players being frozen in mid air.
    Re-added correctly working kitchen container locks which had been removed in the previous build due to issues.
    Improved melee impact sounds including punches.
    Pills in pill eating animation are no longer pink.
    Inspect readout now correctly shows overall health instead of calories in the overall health section.
    Hotkeys no longer work while in the map.
    Hitting locks with melee weapons now deals damage to the lock.
    Added ability to hit doors to damage locks. The first available lock will take damage.
    Fixed issue where the player could be unlocked while still in the menu when pressing escape to close the terminal window.
    Added battery requirements to descriptions of flashlights.

    Engine Upgrade from Unity 5 to Unity 2017

    After being in unity 5 for over a year we felt with this update it was time to upgrade to newer version the engine. This will allow us to take advantage of newer features/optimisations and not fall behind on supported Unity builds. After extensive testing of the newest unity releases we felt that Unity 2017 LTS(Long Term Support) offered the best upgrade and stability at this time. Listed below are some of the advantages of upgrading the engine.

    Shadow improvements

    Culling of shadows casters in 2017 has been optimized, this means there will be less objects casting shadows resulting in better performance. Improved filtering algorithms should also improve the look of the shadows aswell.

    Scene and Asset Bundle improvements

    The new unity update also includes improvements to the loading times of scenes and assetbundles. These changes and several other small fixes we've made should help reduce the lag spikes when walking around in the world.

    Particle improvements

    New tweaks to the particle system will allow us to create more realistic and optimized effects.

    Future proofing

    Staying on newer builds of unity keeps us up to date with the newest features and support.

    Performance

    Optimised shader parsing during environment load which was causing spikes in performance.
    Reduced memory garbage allocation associated with debug GUI in bottom right corner of screen.
    Reduced memory garbage allocation when loading terrain environment.
    Slowed the rate of world loading to prevent too many assets being set active in a single frame.
    Improved scene unloading which could cause hiccups in fps.
    Asset preloader added which pre loads assets during first load into game. Helps with large lag spikes caused by initial load of assets.
    Enabled vsync by default which limits framerate to 60fps and stops the GPU running at 100% usage unnecessarily.
    Terrain in distance no longer casts unnecessary shadows.
    Reduced waters overall GPU overhead.
    A project wide review and optimisation of over 3500 textures.
    Removed some lag caused by player foot step sounds.
    Improved performance to tree loading as the player moves around the environment.
    Fixed large lag spike being caused by unnecessary reloading of terrain related textures.
    Fixed lag spike being caused by premature destroying of terrains during world unloading.
    Fixed lag spike being caused by unnecessary calculation.

    Environment

    Added 2 hospitals to the map and relevant surrounding design.
    Fire station exterior design improved.
    Added signs to police and firestions.
    Improved exterior design around police stations.
    School desks now function as containers.
    Several police and fire station specific props added.
    New signage added for police station. Can be lit with electrics
    New signage added for fire department. Can be lit with electrics.
    New red rolling garage door variant added for fire station.
    New red door and frame variants for police and fire stations.
    Fixed strange effect on carpark in terrain 8.
    Fixed scenario where roofs could have snow on them when they shouldn't.
    Outhouse toilet building loading distance fixed.
    Tweaked position of police stations.
    Designed hospital interior.
    Added hosptial building to the game.
    Added Interior design to the fire station.
    Added New floor material for the fire station.
    Added design to the police station.
    Church reworked and designed inside.
    Added locker variants. School and armoury types.
    Reworked police station model.
    Added meter and breaker to school building so that it can now be powered.
    Added meters and breakers that were missing on buildings House_Wood_3_variant_3 and House_1_variant_1.
    Fixed floating roads on terrain 27.
    Fixed several materials in the finishing town that didn't have use effects.
    Fixed missing material on truck docking area in large grocery store.
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