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EnigmaGrey

Support Team & Moderator
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  1. Spiffo
    EnigmaGrey got a reaction from GoodOldLeon in Zombies are broken   
    Barring bugs, like fences failing to provide a stealth bonus mentioned above (this will certainly have to be fixed - stealth needs a second look at), this is why we have sandbox and other game modes. Apocalypse, in particular, should never have been so easy that a zombie can’t spot someone from ~25ft (about 10-15 tiles) away that takes no precautions, like avoiding line of sight, sneaking, and looking out the windows before you just bust open the door and walk out. As is, this bug fix would have occurred about three weeks ago, if not for Christmas. No one should’ve been able to just walk near  a gargle of zombies and only have 2-3 peel off for you to dispatch at your leisure. This of course is a matter of opinion, but I don’t understand what would be fun about that, aside from easily racking up kills - since zombies were effectively legally blind before the patch.
     
    it’s not too hard to deal with: look where they’re looking and go around. Yes, its hard to do and they might spot you, but you don’t have to fight them all. You can walk or sneak away, break line of sight and lose ‘em. You just have to be willing to die a bit until you get a feel for it - or change it up in sandbox. And definitely don’t play six months later if this is the case.
     
    We do take these concerns seriously and will keep looking into it, mind.
  2. Like
    EnigmaGrey got a reaction from jolek11 in Feedback on 41.26 Combat   
    The total lockup is a bug from the chance. That’s why the fix is being redone.
     
    Regardless, better combat can come from the skill system (more fitting for an rpg) verses animation cancelling.
  3. Like
    EnigmaGrey got a reaction from Ziggylata in Feedback on 41.26 Combat   
    We’re going to fix the fence/window thing. It’s been on our list for a long time.
  4. Like
    EnigmaGrey got a reaction from Geras in Feedback on 41.26 Combat   
    We’re going to fix the fence/window thing. It’s been on our list for a long time.
  5. Like
    EnigmaGrey got a reaction from crossed in Feedback on 41.26 Combat   
    We’re going to fix the fence/window thing. It’s been on our list for a long time.
  6. Like
    EnigmaGrey got a reaction from mastice in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And it was fixed last week.
     
    The post is from the 11th.
  7. Spiffo
    EnigmaGrey got a reaction from ThetaArgolis in Build 41: Any suggestions to fix strange lag issue, I want to keep playing..   
    I take it it's a laptop?
     
    The system should be quite capable of running the game with little issue, just going from the specs.  Make sure it's suing the 1060 instead of the 630 by right clicking PZ -> Properties -> Local Files -> browse local files -> right click Project Zomboid -> You should see an option near the top to select the graphics card it runs on. You'll want the high performance option. Though laptops should detect this by themselves, sometimes they just don't. Likewise, if you're playing on an external display, performance might be somewhat hampered by passing the signal through the CPU. It might run better on the built-in display.
     
    If it's happening when zooming out, make sure that zoom is set to no more than 200%,, or so.
     
    If it's happening only when loud sounds are playing and/or there's tons of zombies on the screen, it's expected that it'll lag somewhat.
     
    If none of this works, and it's not happening in the above three scenarios, open Task Manager ( alt + tab + del) and check the driver number for the  Nivida GPU. It's under the Perfomance tab. Often the drivers from laptop manufacturers are out of date by default and can be rather quirky, so it's good to check. nVidia Experience will not correct this.
     
    The description of the problem is rather unique, though. Lag by itself shouldn't change the direction you're facing, even when playing with a controller. 
  8. Like
    EnigmaGrey got a reaction from trombonaught in Weld machete and metal pipe together to make the ultimate zombie killing weapon   
    Repurposing and adapting  existing metal things is certainly closer to what I wanted mental working to be. So many things you could do in reality without the need to mine and/or smelt, yet very few survival games take that route.
  9. Like
    EnigmaGrey got a reaction from Caturday in Alertoid   
    If they hear it, they're going to turn their head.
     
    You can see for quieter noises that the ones further back do not hear it or do not hear it and turn out of sync.
  10. Like
    EnigmaGrey got a reaction from BoogieMan in Weld machete and metal pipe together to make the ultimate zombie killing weapon   
    Repurposing and adapting  existing metal things is certainly closer to what I wanted mental working to be. So many things you could do in reality without the need to mine and/or smelt, yet very few survival games take that route.
  11. Like
    EnigmaGrey got a reaction from Geras in Weld machete and metal pipe together to make the ultimate zombie killing weapon   
    Repurposing and adapting  existing metal things is certainly closer to what I wanted mental working to be. So many things you could do in reality without the need to mine and/or smelt, yet very few survival games take that route.
  12. Like
    EnigmaGrey got a reaction from SabitaUsagi in No textures on Player or Zombie models, OSX version[Build 41]   
    Got the rather battle-worn and scared iMac with the NVidia 650M on Friday.
     
    tl;dr: I was wrong about the VRAM requirement, as at least for the 330M-750M, all these nVidias are mobile chipsets. They use memory sharing to get around the 256-512MB of RAM they have available. So that shouldn't matter so long as the system has enough RAM otherwise to run the game and the OS.
     
    Still not sure what the problem is, but it looks like the base color of either the shirt or character's skin (if nude) is applied to the entire character model. There's also some flickering on the model when certain shaders are enabled.  Don't necessarily think it's a compression issue, as it seemed to work correctly for floor tiles, when enabled. 
     
    So we'll have a good play with the thing over the next week or so, and see where we get.
  13. Like
    EnigmaGrey got a reaction from trombonaught in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And it was fixed last week.
     
    The post is from the 11th.
  14. Like
    EnigmaGrey reacted to Edgecrusher420 in IWBUMS 41.20 (Sandbox: Decaying Corpse Health Impact: High) is broken. No flies, No debuffs   
    This is a 2 part issue, one part I'm absolutely sure is not working correctly. The other is harder to confirm for sure without looking into the code.
     
    First thing is that when you put the setting for Decaying Corpse Health Impact to High in Sandbox, you no longer ever hear the flies buzzing over the piles of corpses. I have tested this part extensively and I can say no amount of corpses will ever trigger the flies in High setting. This is obviously not how increasing the effect should work and leads to the next part.
     
    I don't believe the debuffs for decaying corpses are set correctly at all for the HIgh setting and may be incorrect or not working for all the settings right now. I can hear the flies in the normal setting but I can't pin down any debuffs coming specifically from the corpses. I would test it more if I knew where to look in the code. Would be nice if the Devs or someone else could confirm this with me.
  15. Like
    EnigmaGrey got a reaction from trombonaught in Dragging item to container's icon often does not work (Mac)   
    Seems to work fine on 3/4 of the Macs I've acquired. (The exception is the 2008 w/ a GT 9400M; but it was unplayable right out of the box. Probably due to the 4 GB of RAM + horrible HDD.)
     
    I did find having off-screen GUi rendering enabled did seem to lag on systems with low  RAM + Intel  integrated graphics, but I imagine that's not the cause here, since the 2014 Macbook should have 8 GB of RAM + Intel Iris integrated graphics. You can try turning it off; though this means if the inventory causes  any FPS loss, it'll be reflected in the FPS of the entire game. This is in addition to having to redraw it every fame instead of every second or third. Your mileage may vary.
  16. Spiffo
    EnigmaGrey got a reaction from ganya in Dragging item to container's icon often does not work (Mac)   
    Seems to work fine on 3/4 of the Macs I've acquired. (The exception is the 2008 w/ a GT 9400M; but it was unplayable right out of the box. Probably due to the 4 GB of RAM + horrible HDD.)
     
    I did find having off-screen GUi rendering enabled did seem to lag on systems with low  RAM + Intel  integrated graphics, but I imagine that's not the cause here, since the 2014 Macbook should have 8 GB of RAM + Intel Iris integrated graphics. You can try turning it off; though this means if the inventory causes  any FPS loss, it'll be reflected in the FPS of the entire game. This is in addition to having to redraw it every fame instead of every second or third. Your mileage may vary.
  17. Pie
    EnigmaGrey got a reaction from syfy in Wood Axe using too much endurance   
    It  pretty much instantly cuts down trees; combat isn't the point of it.
     
    That said, it is way too slow and has been changed.  
  18. Like
    EnigmaGrey got a reaction from Geras in Wood Axe using too much endurance   
    It  pretty much instantly cuts down trees; combat isn't the point of it.
     
    That said, it is way too slow and has been changed.  
  19. Like
    EnigmaGrey got a reaction from Bourbon in IWBUMS 41.19 released!   
    Because the M16 is still largely bugged and should be ignored for now. 
  20. Like
    EnigmaGrey got a reaction from Si1ver in No textures on Player or Zombie models, OSX version[Build 41]   
    Got the rather battle-worn and scared iMac with the NVidia 650M on Friday.
     
    tl;dr: I was wrong about the VRAM requirement, as at least for the 330M-750M, all these nVidias are mobile chipsets. They use memory sharing to get around the 256-512MB of RAM they have available. So that shouldn't matter so long as the system has enough RAM otherwise to run the game and the OS.
     
    Still not sure what the problem is, but it looks like the base color of either the shirt or character's skin (if nude) is applied to the entire character model. There's also some flickering on the model when certain shaders are enabled.  Don't necessarily think it's a compression issue, as it seemed to work correctly for floor tiles, when enabled. 
     
    So we'll have a good play with the thing over the next week or so, and see where we get.
  21. Like
    EnigmaGrey reacted to Kim Jong Un in Getting bored when inside is unrealistic   
    Maybe boredom should be renamed to stir-crazy to better explain this? This seems acceptable, because players can understand that this is because they haven't left the house in hours and also haven't done anything fun to counteract that. If it is poorly explained, it could come off as if the game is underhandedly punishing you for having a moment of relief. 
  22. Like
    EnigmaGrey got a reaction from Geras in IWBUMS 41.19 released!   
    Fair enough. Think that was an unintentional consequence, back when the moderate exhaustion moodle used to spam itself. 
     
    We'll figure something out there, though I'd rather not have action bars be the solution. I'm sure there's other ways.
  23. Like
    EnigmaGrey got a reaction from Kuren in IWBUMS 41.19 released!   
    Fair enough. Think that was an unintentional consequence, back when the moderate exhaustion moodle used to spam itself. 
     
    We'll figure something out there, though I'd rather not have action bars be the solution. I'm sure there's other ways.
  24. Like
    EnigmaGrey got a reaction from Kuren in IWBUMS 41.19 released!   
    The moodles go away?
  25. Like
    EnigmaGrey got a reaction from Zorak in IWBUMS 41.19 released!   
    The moodles go away?
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