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ExcentriCreation

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Everything posted by ExcentriCreation

  1. Wait.... I've got it. If you aren't directly in front of the window, the character wont actually be on the sheetrope:- http://www.youtube.com/watch?v=f6iONgoo7Rg&feature=youtu.be If we think back to Version 2.5 you hung sheetrope sections 1 at a time & needed 2 to get to the ground from a second story window. If you climbed down with only 1 sheetrope you would climb down partway then fall the rest. I think the same thing is happening only instead of falling, the animation plays & makes the character "fall" for longer increasing the damage they receive when they touch the ground.... Note that in the earlier test builds even when only hanging 1 sheetrope, it was displayed graphically as if it went all the way to the ground floor .... If that makes any sense.... Its getting pretty late in the wonderful world of AUS
  2. Please report stuff like this in the Map Issues thread: http://theindiestone.com/forums/index.php/topic/34- oops.... I was just showing the location of CaptainJameson's screenshot
  3. http://pzmap.crash-override.net/#0.5139610179115435,0.4008457270103807,144.94117647058826 Sorry the window is not visible from the picture. Its in the back of the house. Yeah.... I just tested that exact house & that exact window & I'm still not getting the instadeath.... Are you sure your using 2.9.9.15 & not any of the earlier test builds?
  4. House Inside a House Location: - For some reason you cant see the issue on the map, but there is 2 houses overlapping each other
  5. This one is in 2.9.9.10, too. First, i thought, the pop up was bugged. But it makes sense, that the water supply was off. Barbecue grills seems shut down, too, when power is gone. Here is a nice one from this testbuild: House in a House Edit: For some reason, i cant get this pic bigger.. Edit2: Still doesn't work. Normally, i know, how to post pics in forums. Uploaded it twice on different hosters. Posting pics currently broken? Yeh.... That ones been there for a while, Didn't know what I was looking at, at first.... But yeh.... Its a House inside a House
  6. This one is in 2.9.9.10, too. First, i thought, the pop up was bugged. But it makes sense, that the water supply was off. Barbecue grills seems shut down, too, when power is gone. Here is a nice one from this testbuild: House in a House right click on your picture then select properties, copy everything under "Adress: (URL)" then paste that into the add image section when posting.... I cant see where it is
  7. 4. Instant death from sheet rope still there 5. Some issue with rain collector barrel 6. Invisible walls still there 7. Small chance that the game crashes when barricading while some weird music plays 8. Zombie kill count is inaccurate The last character I played died not because of zombies but because of sheet rope instadeath Hey, Can you please give me a screenshot of the window where you put a sheetrope and insta dead ? I cant place sheetropes with only 1 of them & 2 sheetropes appear to be working fine
  8. The Re-load glitch on doors is still present, windows now have clipping but now have their own re-load glitch so that they cant be used Tested multiple carpentry levels in case that made a difference..... it didn't Ill go & try the different number of sheetropes in inventory thing again & see if it was that
  9. I've found this too. When I entered a new house occasionally I'd hear the 'splat' of a final kill despite no zombies being in sight. At first I thought it was more meta-game stuff, but I'm not sure it is. :L Zombies inside buildings spawn as you get to them, you used to be able to see a console message saying:- until RobertJ removed it in 2.9.9.14.... the noise your hearing is a crawler spawning
  10. Actually, someone's posting issues with door/window functionality in this build in a different thread.... It was hours ago though, might go take a look & post back if I find anything
  11. So.... Any more news on the last 2 issues with the new implementations. Kill count & Zeds running on the spot.... I rarely look at the kill count anyways & its playable even with the Zeds running on the spot.... It is distracting though. The 1st time I saw 1 I got closer to investigate & nearly got bit by his 2 mates We really should start putting some of these up:- (Sorry, I had to move the file.... Wasn't comfortable with my work being on Photobucket) Seriously though I'm still seeing a lot of them in larger groups & occasionally "stuck" on objects.... Although the issue can be re-created using the time-lapse trick I was talking about yesterday, at its core, its likely to be that Zeds are getting stuck in their animation when "wandering" & interrupted without being prompted to do anything else.... Weather that's from time-lapsing while the player is asleep or pathing issues in the case of the larger groups & when "stuck" on objects
  12. its going to be an ongoing issue because it appears to be performance related
  13. So if the devs would add keys to zombie corpses you would run around and try which door the key might belong to? As I said in the PM I send you, you could use my mod to get into doors or you just wait until the devs implement some feature that allows it. That being said, let me remind you that you are playing an Alpha after all. Nah, it was mostly a frustrated, sarcastic-at-best attempt at an argument. I am fully aware of the games current state, and have bee n for the long while I have been following it. I just feel there are too many locked doors. Well you can assume that the apocalypse might have started during the day while everyone is out at work, and they'd all lock their doors before they left. That, and people might have locked their doors and hid, then climbed out a window or something due to sudden panic or a family member turning. Said new zombie probably chased them, so no zombie in the house. This whole argument is foolish.... If the doors weren't locked, there would be less strategy involved in finding what you need to survive. This is a game after all....
  14. Oh wait.... there is still this:- but you guys are already all over that, right?
  15. Alright.... So I've got some minor Animation stuff but if your on top of the sheetropes & Zeds running on the spot, that's just about everything.... I hope Some of the Beard animations are playing the wrong direction in certain positions.... Character moves one direction, Beard moves the other. I've recorded some of the MuttonChop/Sideburns Beard here:- http://www.youtube.com/watch?v=MdeuLAuAKUM&feature=c4-overview-vl&list=PLChb52_Ylr73C7AgTDdy7s7radVJUA67R I know for a fact that the goatee has similar issues & once I got thinking about it I was noticing it on zombies with moustaches.... They all seem to boil down to the wrong beard animation being played at the wrong time Also, I'm sure this has been said in previous builds but there are still issues with only the clothing displaying when a Zed jumps a fence & Zeds "phasing" through fences. Again, if it hasn't been said before, I've recorded some of these here:- http://www.youtube.com/watch?v=pWENgLVNaB4&list=PLChb52_Ylr73C7AgTDdy7s7radVJUA67R Good Job with everything else.... Haven't tested food yet but nailed baseball bats definitely keep the durability of the original baseball bat & batteries aren't draining while the torch is turned off. I personally haven't had any issues with the shaders, so I wouldn't know about that. So yeah.... hopefully that's everything
  16. Can you give me a screnshot or a pzmap link to the instadeath window ? Thanks My bad.... I've tested it so many times today I'm confusing myself. The first time I tested both hanging a sheetrope with 1 in inventory & then 2 in inventory, god mode was on. Hang a sheetrope anywhere with only 1 in your inventory & you will get an instadeath.... You just need to fix the consumable check on hanging one & it will be fine..... although even with 2 in your inventory, only 1 of them will be consumed & the nail still isn't being consumed All info on this video:- http://www.youtube.com/watch?v=HPlfM6_Ekes
  17. Can you give me a screnshot or a pzmap link to the instadeath window ? Thanks My bad.... I've tested it so many times today I'm confusing myself. The first time I tested both hanging a sheetrope with 1 in inventory & then 2 in inventory, god mode was on. Hang a sheetrope anywhere with only 1 in your inventory & you will get an instadeath.... You just need to fix the consumable check on hanging one & it will be fine..... although even with 2 in your inventory, only 1 of them will be consumed & the nail still isn't being consumed
  18. I just had a sheet rope instadeath in 2.9.9.13. So it may be still there. NE farmhouse, 2cd floor, N hallway window. 1 sheetrope, nail and hammer. Nothing below and no zeds. Could it be that I didnt have two sheetropes in inventory so it becomes an auto death slide? I don't know. So that's the Farmhouse without a well.... the one near the train station, Right? I was testing the consumables in 2.9.9.14 today (the nails still aren't being consumed) & there was no instadeath.... no matter how many sheetropes in inventory This could be because of the godmode in 2.9.9.14 though.... That Sooooo Weird Sheetrope instadeath is fixed, even with god mode off but this one window still has it.....
  19. I just had a sheet rope instadeath in 2.9.9.13. So it may be still there. NE farmhouse, 2cd floor, N hallway window. 1 sheetrope, nail and hammer. Nothing below and no zeds. Could it be that I didnt have two sheetropes in inventory so it becomes an auto death slide? I don't know. So that's the Farmhouse without a well.... the one near the train station, Right? I was testing the consumables in 2.9.9.14 today (the nails still aren't being consumed) & there was no instadeath.... no matter how many sheetropes in inventory This could be because of the godmode in 2.9.9.14 though....
  20. NOTE: This doesn't work if they are moving because they are agro'd.... It has to be when they are "Wandering"
  21. Found a bunch of stuff today, just about to compile into 1 video.... Just thought I would post first that the "Running on the Spot" Zombies are still in the game. I managed to re-create one by waiting for a zombie to "wander" & then hit the time-lapse.... It seems as though they are getting stuck in their "wandering" animation when the player sleeps
  22. Agreed, & I keep forgetting about it too.... Its also a bit harsh that you cant look around while using the sledgehammer once you become exerted. I understand that it cant be used when over exerted but the inability to look around with control key + mouse seems to be the same issue as when a weapon breaks
  23. That's what an alpha build is for. As for the experience issue - I've always seen guns as the only one that worked decently; all others gain experience so slowly its not even worth paying attention to them. Considering there aren't that many bullets available in the world anyway it is helpful, and also makes sense. After shooting a couple dozen times you'll have gotten pretty decent at it. I'm not saying don't fix this possible bug - I'm just saying that overall the skill system needs balancing; because right now it just advances far too slowly, even for getting Level 1 in something. Not so much for aiming, but a lot of the skill levels are VERY powerful.... With level 5 sneaking & lightfooted you can walk to within 4 tiles of a hoard & not be seen by any of them. Sprinting doubles your running speed for each level you invest.... I think the skill system is already balanced, just in a strange way
  24. Oh, Ok cool.... You have to protect this. With NPC's, Profession/Trait Expansion/Rebalance, Spit & Polish, More Weapons & Skills Specialisation.... I think you will have a game that's better than "Fallout 2" & "Arcanum: Of Steamworks and Magick Obscura" which in my opinion are the 2 best isometric RPG's of all time....
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