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EnigmaGrey

The Indie Stone
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  1. Like
    EnigmaGrey got a reaction from CaptKaspar in Unlimited pancakes and Cooking noise   
    The cooking noise should be fixed in the next update.
  2. Like
    EnigmaGrey got a reaction from Kilgenmus in Advanced Mechanics on wrong category   
    Many new items need to be categorized so still use the old system.
     
    We’re aware of them.
  3. Like
    EnigmaGrey got a reaction from turkler in non-compliant temperature 41.56   
    Fair enough. Thats a bug. You’re no longer in the house, so you experience outdoor temps. The car doesn’t inherit the house’s value.
  4. Like
    EnigmaGrey got a reaction from RodrigoP in 41.56 problem's with OpenGL   
    We simply cannot support HD 3000 due to Intel's drivers and have been unable to offer support for it for many years now. The HD 3000 is not supported for Windows 10, either.

    The hardware is theoretically capable of running the OpenGL commands necessary, but you'd probably have to install Linux or roll back to Windows 7 to do it. 
     
    Many of those games are also DirectX, not OpenGL. A API natively supported by Windows and games made by mega-companies like Rockstar, Bethesda and Electronic Arts, whom have GPU manufacturers bending over backwards to support their stuff will of course have better compatibility than an indie. 
  5. Like
    EnigmaGrey got a reaction from Alessandro in non-compliant temperature 41.56   
    Fair enough. Thats a bug. You’re no longer in the house, so you experience outdoor temps. The car doesn’t inherit the house’s value.
  6. Like
    EnigmaGrey got a reaction from Bullet_Magnate in I don't like where this game is heading to.   
    Yes: it is by design that if you do something rather dumb, like take on multiple zombies at once and put yourself in a position to get team-tagged by them, you’ll die.
     
    Otherwise I already addressed the specific issue (in your old thread) of ping-ponging back and forth a few times in that process. It is ugly and a bit silly and I’d like it fixed, but that fix is just killing you faster.
     
    We are simply not going back to the pre-animation days of fixed, telekinetic sprites basically operating on area of effect to arbitrarily slow the player. We will of course refine anims as we go in to the future and as the engine becomes more feature rich, but I think the answer to an awful lot of the gripes here is unlearning multiple years of habit rather than blaming the game for it. Things change and sometimes we, as humans, really don’t like that and actively fight it by imagining  whatever changed was better in the past, when it really wasn’t.
     

     
    For everyone else, since some of you seem to think everyone is complaining about the same thing when they describe it as stunlock: pull down requires three zombies hitting you simultaneously to even function. Turn it off in sandbox if it really is that much a bother and go your merry way. Play survivor if you want something  more like build 40 rather than subject yourself to apocalypse.
     
     
  7. Spiffo
    EnigmaGrey got a reaction from trombonaught in I don't like where this game is heading to.   
    Yes: it is by design that if you do something rather dumb, like take on multiple zombies at once and put yourself in a position to get team-tagged by them, you’ll die.
     
    Otherwise I already addressed the specific issue (in your old thread) of ping-ponging back and forth a few times in that process. It is ugly and a bit silly and I’d like it fixed, but that fix is just killing you faster.
     
    We are simply not going back to the pre-animation days of fixed, telekinetic sprites basically operating on area of effect to arbitrarily slow the player. We will of course refine anims as we go in to the future and as the engine becomes more feature rich, but I think the answer to an awful lot of the gripes here is unlearning multiple years of habit rather than blaming the game for it. Things change and sometimes we, as humans, really don’t like that and actively fight it by imagining  whatever changed was better in the past, when it really wasn’t.
     

     
    For everyone else, since some of you seem to think everyone is complaining about the same thing when they describe it as stunlock: pull down requires three zombies hitting you simultaneously to even function. Turn it off in sandbox if it really is that much a bother and go your merry way. Play survivor if you want something  more like build 40 rather than subject yourself to apocalypse.
     
     
  8. Pie
    EnigmaGrey got a reaction from Official Le Fishe in I don't like where this game is heading to.   
    Yes: it is by design that if you do something rather dumb, like take on multiple zombies at once and put yourself in a position to get team-tagged by them, you’ll die.
     
    Otherwise I already addressed the specific issue (in your old thread) of ping-ponging back and forth a few times in that process. It is ugly and a bit silly and I’d like it fixed, but that fix is just killing you faster.
     
    We are simply not going back to the pre-animation days of fixed, telekinetic sprites basically operating on area of effect to arbitrarily slow the player. We will of course refine anims as we go in to the future and as the engine becomes more feature rich, but I think the answer to an awful lot of the gripes here is unlearning multiple years of habit rather than blaming the game for it. Things change and sometimes we, as humans, really don’t like that and actively fight it by imagining  whatever changed was better in the past, when it really wasn’t.
     

     
    For everyone else, since some of you seem to think everyone is complaining about the same thing when they describe it as stunlock: pull down requires three zombies hitting you simultaneously to even function. Turn it off in sandbox if it really is that much a bother and go your merry way. Play survivor if you want something  more like build 40 rather than subject yourself to apocalypse.
     
     
  9. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in 🙏🙏🙏Multiplayer Setup || Project Zomboid Build 41🙏🙏🙏   
    Yep. Individual interest does not override the group, even ignoring that buying a game doesn’t give anyone control over it or the business that makes said game. Likewise, MP being in the game for 6 years doesn’t just miraculously cease to exist because you refuse to use it.
     
    I’m glad people are interested in the game, that that interest is sustained, but some of you are letting the vision of mp you imagine override the reality of it.  It’ll be released when it’s reasonably fun to play and stable. Until then, the second-guessing, the entitlement to an optional beta, and the rewriting of history in an attempt to make a stronger point will achieve nothing other than make us a bit disappointed and a bit less trusting that our community can handle the imperfection of reality over their idealized version when the time comes to release mp to iwbums.
     
    I am immensely thankful to everyone that bought the game, that stuck with it for years. We know we wouldn’t be here without you. At the same time, we’ve grown the game immensely over the years and our future as a game, as a company, and as a community rests on how build 41 is received.  We’ll not willfully jeopardize that just because the wait is longer then any of us would like  — especially given that this has been our default position most of the last 10 years. The fear that we’ll suddenly be unable to carry on due to a lack of interest, if only we do not go “faster” has never been realized. In fact, any time we’ve tried, we’ve been resoundingly punished for it, from reviews, to criticism on the forums, to poor sales. Instead, the longer we take, the better and more explosive the reception has seen. So please, don’t worry.
  10. Spiffo
    EnigmaGrey got a reaction from gabriel rodrigues brandao in I don't like where this game is heading to.   
    Yes: it is by design that if you do something rather dumb, like take on multiple zombies at once and put yourself in a position to get team-tagged by them, you’ll die.
     
    Otherwise I already addressed the specific issue (in your old thread) of ping-ponging back and forth a few times in that process. It is ugly and a bit silly and I’d like it fixed, but that fix is just killing you faster.
     
    We are simply not going back to the pre-animation days of fixed, telekinetic sprites basically operating on area of effect to arbitrarily slow the player. We will of course refine anims as we go in to the future and as the engine becomes more feature rich, but I think the answer to an awful lot of the gripes here is unlearning multiple years of habit rather than blaming the game for it. Things change and sometimes we, as humans, really don’t like that and actively fight it by imagining  whatever changed was better in the past, when it really wasn’t.
     

     
    For everyone else, since some of you seem to think everyone is complaining about the same thing when they describe it as stunlock: pull down requires three zombies hitting you simultaneously to even function. Turn it off in sandbox if it really is that much a bother and go your merry way. Play survivor if you want something  more like build 40 rather than subject yourself to apocalypse.
     
     
  11. Pie
    EnigmaGrey got a reaction from Matt Morgan in Waffles vs Pancakes   
    What if we wanted to combine waffles and pancakes into some sort of pan-waffle enterprise of delicious proportions?
  12. Spiffo
    EnigmaGrey got a reaction from HetCigarr in I don't like where this game is heading to.   
    Yes: it is by design that if you do something rather dumb, like take on multiple zombies at once and put yourself in a position to get team-tagged by them, you’ll die.
     
    Otherwise I already addressed the specific issue (in your old thread) of ping-ponging back and forth a few times in that process. It is ugly and a bit silly and I’d like it fixed, but that fix is just killing you faster.
     
    We are simply not going back to the pre-animation days of fixed, telekinetic sprites basically operating on area of effect to arbitrarily slow the player. We will of course refine anims as we go in to the future and as the engine becomes more feature rich, but I think the answer to an awful lot of the gripes here is unlearning multiple years of habit rather than blaming the game for it. Things change and sometimes we, as humans, really don’t like that and actively fight it by imagining  whatever changed was better in the past, when it really wasn’t.
     

     
    For everyone else, since some of you seem to think everyone is complaining about the same thing when they describe it as stunlock: pull down requires three zombies hitting you simultaneously to even function. Turn it off in sandbox if it really is that much a bother and go your merry way. Play survivor if you want something  more like build 40 rather than subject yourself to apocalypse.
     
     
  13. Like
    EnigmaGrey got a reaction from fcolley3 in I don't like where this game is heading to.   
    The two I'm thinking of (which I'd like gone, even if I see them ending the same way regardless of how stupid it can look) are these:

    * You get between two zombies. One hits you and you fall back. The other zombie hits you and you keep falling back. Over and over. It takes forever to die; and, 

    * You get between two zombies. One hits you. You auto-defend yourself. Another zombie hits you. You keep slowly auto defending yourself, over and over.

    Either way you eventually die.
     
    The problem I have is the word "stun lock" describes anything that has a slight pause to long, annoying chain reactions like the above. When it's more minor it feels an awful lot people are saying they "want to go back" to the way it used to be. It ends up feeling like a catch-all for losing the ability to run through zombies mildly inconvenienced and to be able to keep moving and fighting while being bit or scratched. That's the vibe I get from most of the comments here, unfortunately.
     
    That said, there there are certainly examples in PZ's current animation set that need to be cleaned up (e.g. the long pause after jumping over a tall fence, which was fixed recently), but the idea you're going to get DP'd by the undead and conquer them anyway seems to be where a lot of these complaints want to lead us. And well, we're not going back to build 40, lads. If that's not your aim, then just ignore this bit, I'm not talking about you.  
  14. Pie
    EnigmaGrey got a reaction from BoobbaWoobba in 41.56 problem's with OpenGL   
    The drivers provided for Windows 10 do not support OpenGL. The drivers provided for Windows 7 do. 
     
     Your cpu isn’t supported by Microsoft or Intel for Windows 10. It is too old.
     
    Intel dropped support after Windows 8.1. Your hardware is not supported by Windows 10.
     
    We are unable to help. We can only support HD 4000 and newer CPUs due to Intel’s drivers and the game’s requirements.
  15. Like
    EnigmaGrey got a reaction from Mork in I don't like where this game is heading to.   
    The two I'm thinking of (which I'd like gone, even if I see them ending the same way regardless of how stupid it can look) are these:

    * You get between two zombies. One hits you and you fall back. The other zombie hits you and you keep falling back. Over and over. It takes forever to die; and, 

    * You get between two zombies. One hits you. You auto-defend yourself. Another zombie hits you. You keep slowly auto defending yourself, over and over.

    Either way you eventually die.
     
    The problem I have is the word "stun lock" describes anything that has a slight pause to long, annoying chain reactions like the above. When it's more minor it feels an awful lot people are saying they "want to go back" to the way it used to be. It ends up feeling like a catch-all for losing the ability to run through zombies mildly inconvenienced and to be able to keep moving and fighting while being bit or scratched. That's the vibe I get from most of the comments here, unfortunately.
     
    That said, there there are certainly examples in PZ's current animation set that need to be cleaned up (e.g. the long pause after jumping over a tall fence, which was fixed recently), but the idea you're going to get DP'd by the undead and conquer them anyway seems to be where a lot of these complaints want to lead us. And well, we're not going back to build 40, lads. If that's not your aim, then just ignore this bit, I'm not talking about you.  
  16. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in [n] Beginning the game before the infection should be tentative yes   
    It's a hard no regardless of how you feel about it.
     
    Not doing two sets of ai at this point. The game would have had to been designed with this in mind from the beginning.
     
    No point leading people on about it.
  17. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in Commonly Suggested Suggestions   
    People can lie, misrepresent, and be mistaken.
  18. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in [41.46] Add buildings that is not exist on real world map, is that misstake or you continue do this?   
    It’s a video game, not a 1:1 sim of real life. Even the current map isn’t a perfect representation, so I’m at a loss as to what the problem is.
  19. Like
    EnigmaGrey got a reaction from gabriel rodrigues brandao in Please bring back weapon durbility indicators on the hotbar.   
    Tl;DR: really didn’t fit the feel we were going for with  the combat changes to build 41.
     
    There seems to be some confusion about why the star is gone:
     
    I pointed out that the star wasn’t useful anyone because it was too small on higher resolutions, it being an original sprite from 10 years ago. It was also quite imprecise because it was small and only had a few frames. It didn’t fit the game’s art anymore or really convey that it was for condition (in other games it would be quality or favourite status).
     
    We all discussed options for how to improve it, make it clear that it was the condition of the weapon  … but then that conversation took a turn. We realized that this took away any pre-planning and lead to people who actually noticed the thing were just riding the star condition in their attempts to kill as many zombies as possible  instead weapon breaks happening more naturally and thrillingly while playing the game. So, it was instead removed.
     
    So far, very few people have seemed to notice (far less than I expected). I think we’re more comfortable with letting modders add back their own version of the condition star, and will pass adding a new version to the game at this point. 
     
     
  20. pillow
    EnigmaGrey got a reaction from PoshRocketeer in Please bring back weapon durbility indicators on the hotbar.   
    Tl;DR: really didn’t fit the feel we were going for with  the combat changes to build 41.
     
    There seems to be some confusion about why the star is gone:
     
    I pointed out that the star wasn’t useful anyone because it was too small on higher resolutions, it being an original sprite from 10 years ago. It was also quite imprecise because it was small and only had a few frames. It didn’t fit the game’s art anymore or really convey that it was for condition (in other games it would be quality or favourite status).
     
    We all discussed options for how to improve it, make it clear that it was the condition of the weapon  … but then that conversation took a turn. We realized that this took away any pre-planning and lead to people who actually noticed the thing were just riding the star condition in their attempts to kill as many zombies as possible  instead weapon breaks happening more naturally and thrillingly while playing the game. So, it was instead removed.
     
    So far, very few people have seemed to notice (far less than I expected). I think we’re more comfortable with letting modders add back their own version of the condition star, and will pass adding a new version to the game at this point. 
     
     
  21. pillow
    EnigmaGrey got a reaction from Geras in Please bring back weapon durbility indicators on the hotbar.   
    Tl;DR: really didn’t fit the feel we were going for with  the combat changes to build 41.
     
    There seems to be some confusion about why the star is gone:
     
    I pointed out that the star wasn’t useful anyone because it was too small on higher resolutions, it being an original sprite from 10 years ago. It was also quite imprecise because it was small and only had a few frames. It didn’t fit the game’s art anymore or really convey that it was for condition (in other games it would be quality or favourite status).
     
    We all discussed options for how to improve it, make it clear that it was the condition of the weapon  … but then that conversation took a turn. We realized that this took away any pre-planning and lead to people who actually noticed the thing were just riding the star condition in their attempts to kill as many zombies as possible  instead weapon breaks happening more naturally and thrillingly while playing the game. So, it was instead removed.
     
    So far, very few people have seemed to notice (far less than I expected). I think we’re more comfortable with letting modders add back their own version of the condition star, and will pass adding a new version to the game at this point. 
     
     
  22. Like
    EnigmaGrey got a reaction from Faalagorn in Jumps n' scares   
    Engine, existing map, and map tools were never built with it in mind.
  23. Spiffo
    EnigmaGrey got a reaction from Jaja in Jumps n' scares   
    I’d explain it the same way I just did.
     
    The visible screen amounts to 50 x 50 tiles, or 5x5 chunks. A cell is 300 x 300 tiles.
     
     The area screen is what your character remembers. Nothing new and it doesn’t mean we’re rendering tons of data that’s unseen.
     
     I can’t imagine we’d save much of anything by rendering only the room you’re in, as you seen to be telling us to do. Can’t imagine that’d play well.
  24. Spiffo
    EnigmaGrey got a reaction from shakyamuni in Jumps n' scares   
    I’d explain it the same way I just did.
     
    The visible screen amounts to 50 x 50 tiles, or 5x5 chunks. A cell is 300 x 300 tiles.
     
     The area screen is what your character remembers. Nothing new and it doesn’t mean we’re rendering tons of data that’s unseen.
     
     I can’t imagine we’d save much of anything by rendering only the room you’re in, as you seen to be telling us to do. Can’t imagine that’d play well.
  25. Like
    EnigmaGrey got a reaction from CaptKaspar in Log wall recipe   
    Nothing that I recall, unless the stacked log recipe only uses rope.
     
    I don’t get what the hangup is.
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