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EnigmaGrey

The Indie Stone
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  1. Like
    EnigmaGrey got a reaction from dannyisdude in Disruption Week   
    Pretty sure he just described how it works now.

    Generator inside a pre-built building uses the IsoBuilding def.
     
    If there's no IsoBuilding, it acts as a big bubble, as Danny says.

    Ofc, it's been a while. I could be wrong.
  2. Pie
    EnigmaGrey got a reaction from mimo_za in Disruption Week   
    Pretty sure he just described how it works now.

    Generator inside a pre-built building uses the IsoBuilding def.
     
    If there's no IsoBuilding, it acts as a big bubble, as Danny says.

    Ofc, it's been a while. I could be wrong.
  3. Like
    EnigmaGrey got a reaction from Bullet_Magnate in Building Fade-Out for Visibility Seems to Need Work   
    Oh, yeah. It’s not a row of townhouses that are defined as a single block, but a bunch of individual houses separated by a tile or two.
     
     Okay, I see why that’s a problem.  
  4. Like
    EnigmaGrey got a reaction from CapTheSamurai in [AUDIO] -- THUNDERSTORM SOUND EFFECT: Discord mute sound fragment/artifact in the sound effect. v.41.78.16   
    Good news, looks like the sound guys figured it out: there’s a mic bump early in the file that can be mistaken for a notification sound, so it’ll be sorted in the next update.
  5. Like
    EnigmaGrey got a reaction from Staferot in [41.78.16] [Multiplayer] Safehouse softlocked due to Steam account name change   
    Since the game pulls the username from the Steam name, the only way to handle this is for the player in question to change their Steamname back to the original name or for the server admin to free / clear the safehouse.
  6. Like
    EnigmaGrey got a reaction from duh7 in Clothes and Loot Automatically Left Behind After Corpse Rots Away   
    Would defeat the purpose of removing the corpses for performance reasons if they then spawned 5 - 10 3D items on the ground.

    Either way, you shouldn't feel compelled to raid every zombie in the ground and collect their items. I mean you can play it that way if you want, but it's a sort of self-created tedium.
     
    As is, it takes something like 2 weeks for them to be removed. You can probably create a new save with whatever settings you want then move the map_sand.bin to your existing save to disable it, however.
  7. Like
    EnigmaGrey got a reaction from Zombiologist in The game should automatically pausing when you click off screen.   
    And then you find out the library that provides all windowing features doesn't support that, so you can't do it. Like duh.

    Wasn't previously possible. Is now but it'll  have to wait for sometime in build 42.
  8. Like
    EnigmaGrey got a reaction from Luxus Zigard in The game should automatically pausing when you click off screen.   
    And then you find out the library that provides all windowing features doesn't support that, so you can't do it. Like duh.

    Wasn't previously possible. Is now but it'll  have to wait for sometime in build 42.
  9. Like
    EnigmaGrey got a reaction from Murasame in the game texture is glitched and i can't start the game:   
    We cannot offer support for pirated copies of the game.
  10. Like
    EnigmaGrey got a reaction from Hugo Qwerty in the game texture is glitched and i can't start the game:   
    We cannot offer support for pirated copies of the game.
  11. Spiffo
    EnigmaGrey got a reaction from confusedjared in M1/M2 Resolution Issues   
    After the initial M1 release, Apple changed something about how the system handles scaling and DPI awareness for x86-based applications, breaking this.
     
    So all I can recommend here is setting scaling to 100% in Mac's Settings -> Display and maybe doing borderless windowed instead of fullscreen.
     
    Because of this (and other issues relating to crashes) we can't support M1/M2 macs at this time, unfortunately. If the game does get a native build, these problems may be sorted, but for now we can't switch over. If you'd like to refund the game and are past the refund window on Steam or GoG, I'd recommend contacting their support channel anyway and explaining the situation. They're usually pretty helpful.
  12. Like
    EnigmaGrey got a reaction from Shifty51 in Remove/replace Scream on death.   
    If I see this again, it's a formal warning, regardless of the game mentioned.
    OP, I'd recommend you just locate the death sound in the game's sound files and replace it with a blank. You can likely do this for any game that offends you,  as well. Though it'd be nice to have the ability to turn these individual things off in-game, I can't see it happening . . .
  13. Spiffo
    EnigmaGrey got a reaction from glupek25 in Save Yourself a Post (Announcements, Info, NPCs .etc)   
    The Big Stuff

    ETA! When will . . .
    TIS has a strict no-ETAs policy, while they may have their own internal timeframes. Only features in a playable (and fun state) will be released to the stable branch. For those looking to live dangerously, there's IWBUMS.

    Where're the NPCS?
    tl;dr Perpetually slaved over by our dedicated founders, NPCs are in the works and likely won't be out for quite a while yet.  More information will likely be provided after the animation update.

    What are your priorities?
    Because TIS is a large (if small) team working remotely from one another, some features may be completed faster than others. This doesn't mean other highly requested features are being ignored; TIS has gone out of their way to avoid being side-tracked by hiring General Arcade to assist with MP development. Smaller stuff will be addressed when individual devs find time.

    NPCs remain the highest priority. Only things close to release are discussed in the Mondoids; this does not mean other things are being ignored or that the developers have changed their priorities.

    How often does PZ update?
    The IWBUMS branch can update anywhere from several times a day to once a week, usually, while the stable branch can take anywhere from one to three months for updates to trickle down. This timeframe depends on the complexity of the feature(s), the stability of the game, and how much polish is necessary, thanks to community feedback.

    What do Build Numbers mean?
    Not much. They're just a way of compartmentalizing features, bug fixes, tweaks .etc into manageable bites. If something is not ready for a planned build number, but the rest of a build number is significantly complete, that feature may be held back until it's ready for release.
     
      Everything Else
     
     
    40% Is as Low as We Go
    No, we cannot announce sales ahead of time.

    Rathlord's Commonly Suggested Suggestions
    A quick rundown of what is or isn't planned by the developers, as defined by community activity. Rather out of date now.

    BlindCoder's Massive Map Project
    Self explanatory. A huge interactive map featuring both vanilla and mod maps. Coordinates are accurate within the game!

    PZ Community Wiki Project - We Need Your Help
    The PZ Wiki is a community effort currently lead by Connall. If you have some time and would like to help out Project Zomboid, consider joining our wiki effort.

    General PZ FAQ
    A quick rundown of just what PZ is and frequent questions asked by our users, presented by our community manager, Nasko. Needs to be updated

    Easy Co-OP FAQ
    Multiplayer is changing - the old method of setting up a dedicated server is being eclipsed by Easy Co-Op. Find out more here. Needs to be updated.

    Survival Mode -- It's Too Difficult!
    Back in the early days, PZ was a much more difficult game. Since Build 30, PZ has tried to recapture that sense of danger in the optional Survival mode. Be wary of the hardcore description, it means it.

    Indie Stone Moderator Policy
    Be lovely, follow the forum's rules. Criticism and discussion thereof are welcome but abusive comments are not. Do not engage in personal attacks.
  14. Spiffo
    EnigmaGrey got a reaction from Dtoxic in Character starts bleeding for no reason when jogging around without footware   
    You don't have footware.
     
    You run on a poor surface for running barefoot.
     
    Your feet bleed.
     
    Explanation and communication right there.
  15. Spiffo
    EnigmaGrey got a reaction from Pandorea in Character starts bleeding for no reason when jogging around without footware   
    You don't have footware.
     
    You run on a poor surface for running barefoot.
     
    Your feet bleed.
     
    Explanation and communication right there.
  16. Spiffo
    EnigmaGrey got a reaction from Tchernobill in Weak Stomach make food illness last shorter?   
    The code that checks if effective’s edibleTimer is greater than or equal to 0 is aways going to run because the default value is 0. 
     
    Then update ticks it down to zero or until Eat is called.
     
    It’s, in other words, a timer without any purpose.
  17. Spiffo
    EnigmaGrey got a reaction from Tchernobill in Weak Stomach make food illness last shorter?   
    Doesn't look like it does anything / is used anywhere beyond the <= 0 check that's used to enter the block where it's set. I don't think this code is used anymore. 
     
    Either that or my IDE is having a bad day and failing to find any references outside of IsoGameCharacter's eat function. 
  18. Like
    EnigmaGrey got a reaction from Jack Bower in [41.73] Car being towed is off   
    The real life video is improper distribution of weight in on a trailer, causing it to oscillate and the driver failing to react appropriately.
     
    In real life, if you're towing a car with a rope, you probably should never exceed 10-15 mph. You're going 80 mph and making quick turns.
  19. Like
    EnigmaGrey got a reaction from Bullet_Magnate in I don't like where this game is heading to.   
    The right click menu is just a horrible way to do most things.
     
    Try building a small building. Over and over, 3 levels deep, in right click menus.
     
    Genuinely don't get how people can look at what is essentially "You have liquid, you want it in container, it goes in container" or "Here's your chickens that are inside the hutch, on a grid" and see "overly complicated UI." It's not exactly pivot tables in Excel ... or the graph view in Factorio, here.
     
    Like, if this is an indication of what too far is like, then I don't know how we're ever going to have even a slightly more robust and detailed game.
  20. 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.  
  21. Like
    EnigmaGrey got a reaction from Uattorio in [41.71] [MP Dedicated/Self(?)] Modded Map Set Total Cell Count Has A Limit Due To Heap Buffer Overflow   
    I mean, it's 66 maps and 274 mods.
     
    There has to be a limit at some point. It can't just go on infinitely and proffer a good outcome. This'll mean anyone that connects will have to download a file over 10 MB just defining zones of the map.
     
    But anyway: one of the problems is some mods create an absolute, unbelievable ton of vehicle spawn zones for some reason. I don't really get why that's necessary, but it seems to suddenly be common.
  22. Like
    EnigmaGrey got a reaction from vek in Peeking Through Doors / Around Corners   
    I imagine it'll happen eventually. 
  23. Like
    EnigmaGrey got a reaction from Bullet_Magnate in Peeking Through Doors / Around Corners   
    I imagine it'll happen eventually. 
  24. Like
    EnigmaGrey got a reaction from RudeCanine in Setting up a dedicated server on MacOS.   
    Yeah, to say the least, there's been so little demand for servers on Mac that the script is woefully out of date.
     
    The game also is a x86 program and experience with Rossetta has shown that it's rather imperfect at emulating a x86 Mac, so I'm not sure it'd be a very stable experience to run a dedicated server.
     
    I'm unsure how you'd get it to run as x86 outside of  rebuilding the application, but maybe this command will help:

    https://apple.stackexchange.com/questions/426871/conditionally-run-program-using-rosetta-2-on-m1-mac
  25. 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.
     
     
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