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Wayfarer

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  1. Wayfarer

    Milky Milky

    I know why animals, in a proper sense, are coming later. It makes sense. But I'm glad some version is coming a bit sooner PZ's present is already pretty awesome, its future is exciting!
  2. Huge congratulations on getting B41 out, it's really cool. I've been playing only IWBUMS for ages, especially since the first vehicles and anims releases, so I guess a lot of it I've been playing with for a while. But the other "small" surprises in there are awesome. The world building, for one, like the improvements to suburbia and the roads, and the new areas I drove into without knowing they were there. Also the new things to make and eat, too. I'm excited to see what's next -what else I'll find in this release, but also what's coming in the next
  3. May or may not have been suggested before, but player character food likes/dislikes could add another dimension to roleplaying/character creation. The Boredom and (Un)Happiness stats of foods are sensible, though static. Similar to the trait system, pick a handful of things your survivor likes or doesn't like.
  4. Wayfarer

    Zed Packets

    Hah! I've been telling people how I am reminded of PZ's broadcasts. It's now in my own isolated little country. Oh well, I'll work from home, continue to be excited about what's coming up in PZ updates; and keep an eye out in case any of my neighbours start looking overly pale and like they want to go for my throat. Thanks for keeping on making PZ, it's great. Keep well.
  5. Wayfarer

    LAZEOID

    The new updates are awesome, keep it up chaps 😁
  6. Mechanically, how much difference is there between crouching [C] movement and sneak/aim [ctrl/right mouse] movement? Of course there's the nice new animations, pushing through trees and so on; and one mode is for fighting. But noise-and-notice-wise, skill-wise? I've not particularly noticed, but haven't been thoroughly looking.
  7. General feedback goes in here? Overall first impressions are good. It really is a new lease on (un)life for PZ. The new models and animations look great. I played maybe 20 minutes or so, then met a gory end. Was pretty cool to see the bloody effects of combat and wounds appear on my character. Movement and rotation seems kind of... gluey. Fair to say I am used to "how it's always been", though. Things do just seem slower; but probably it's not too much of a bad thing. More organic? Reason why my guy just died was that I climbed him through a window that was next to a door where a zed was bashing away. Something I wouldn't have thought twice about before; I could push or attack so swiftly after jumping through. Not anymore though. It was a bit disappointing to die so soon, but I'd say more plausible that action like fighting might be delayed a little after climbing through a window.
  8. Wayfarer

    Twisted

    Wow, that new rotation is looking great! Very excited to play with the new animations, when it's all nice and ready Have you thought about some degree, or some cases of rotation being head-only? Say the first x% of the rotation the character turns their head first, before their torso?
  9. Hey, Just wondering if this bug is on the fix radar? It's kind of a bummer to not be able to make use of radios and headphones, having to use placed radios or use vehicle radios. They're noisy. I like the immersion of the broadcasts during the beginning weeks.
  10. Hi, I think I've got a bug happening where radios don't produce dialogue when equipped. Car radios and placed radios are fine. I've disabled the few mods I have, and since verified Steam files, and appears to be in vanilla. Has anyone else had this? I cropped the hotbar out in the image, but radio was in secondary slot. The behaviour is the same when it's in the primary slot. Also the same with/without headphones and at max volume. You can see the dialogue from the radio in the truck, and none from the equipped radio.
  11. Woops. Edit: I had basically forgotten I had a mod enabled. Disabled and there's no problem. Sorry... delete this if you like
  12. Edit: I had basically forgotten I had a mod enabled (that is evidently incompatible). Disabled it and there's no problem. Sorry... delete this if you like. ----- Hi, I didn't find it if there's anything logged about this already. Tried to use the trowel to dig, and the red error notification popped up. Saw the message in the attached image in the console. Tried a few places around the vicinity with no difference. At first I thought it may have been because it was in a little fenced section. attempted index: new of non-table: null function: plow -- basicFarming.lua - line 680 function: perform -- ISPlowAction.lua - line 44 Build 40.43, x64, via Steam.
  13. Actually, it does, sort of. But maybe just limited to replacing available vanilla hair files with modded ones. I replaced the "hair_baldspot" file with the "hair_hippie" file, and in it changed the "hair_messy" line to "hair_baldspot" - dunno if that bit is necessary but seems logical. I haven't looked around for any other way to get it working as extra hair styles.
  14. I don't think this works in build 39(.67.5), with either standalone files or modelloader files
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