Jump to content

Wayfarer

Member
  • Content Count

    49
  • Joined

  • Last visited

About Wayfarer

  • Rank
    Advanced Member

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

643 profile views
  1. Wayfarer

    LAZEOID

    The new updates are awesome, keep it up chaps
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. Woops. Edit: I had basically forgotten I had a mod enabled. Disabled and there's no problem. Sorry... delete this if you like
  8. 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.
  9. 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.
  10. I don't think this works in build 39(.67.5), with either standalone files or modelloader files
  11. Yeah, it's hard to do much...but you can do the basic to get a mostly-functional car going, or improved if the tires are bad or the battery's damaged. I also had a tires and a battery disappear. I think one battery and maybe one or two tires over the course of swapping all tires between two cars, and a battery from a third. I thought it was because they "broke", due to low Mechanic skill or something, and not a bug. If it was intended, it was a tad ambiguous with no message saying so. Is repairing going to be a thing? Like if your car is pretty good except the trunk or a door, will you be able to repair or will you need to replace? That's so we can test the stuff. I imagine when it's implemented "for reals" that's going to be a big goal
  12. I've reloaded a same-version save game and can no longer get in the Franklin Valuline I've been using. The driver seat is empty, so I think I should be able to enter. Doors aren't locked and I have the key. I can't get in the other side because the other front seat has stuff stored - I've noticed if seats are used for storage you can't get in/out that side, assuming that's intended. I don't see anything that looks pertinent in the console. Have restarted the game, also just as a check re-bound the interact key. I can get in other vehicles no problem. The radial menu only has the Mechanics button on it. Neither door is reported as locked or broken. Windows 8.1, vehicles 28.1.
  13. I started a new game with the latest version. A few scattered notes: Confirmed that reload issues like light switches and loot are gone. And it's awesome ! If I move the car info window around I can then close it without exiting the car. According to Steam overlay FPS I'm getting mid-high 50s when driving around on furthest zoom. Occasional drops to mid-high 40s. Got both around Muldraugh Fossoil station, where there were other vehicles and plenty of zs. Up around 58-60 driving along the straight SW/NE road NW from the block with Fossoil etc, at full zoom and full speed. Definitely increases at closer zoom, though is then of course harder to see that 12 seconds ahead When driving fast-ish and zoomed out, I slowed a little and zoomed in, to turn back toward Fossoil. The view kept going ahead of the car, as if it were moving at the faster rate, until I was stopped by a tree. Edit:: Hmm, make that 35-40 FPS cruising SW down the big road from Zippee mart past Sunstar etc. When I stopped some more vehicles dropped in. Turning of station wagon seems wider than that of the normal car/sedan and small car/hatchback. Car transferred to higher z-level. I parked my small car outside Fossoil, grabbed some things and fuel, deposited fuel in boot, and then found I couldn't get back in. At first the green square showed, but couldn't enter. I had to run away a bit, then it was clear it had ascended to a higher plane of car-xistence. It's coming together very nicely. Despite being a tech test build, I'm more and more able to just play with this.
  14. I'm not certain that I've noticed an improvement. Not to say there actually isn't one for me, as I didn't track the FPS before. I just tried F8 for display FPS and F11 for debug, but nothing came up in-game. Is that normal? There's still a bit of degradation, but mostly when zoomed out and probably at higher speeds. I'll do more to test later. I've also seen cars higher on the z-axis (ones I haven't used). I was playing for a while and kept seeing repeating messages in the console to do with "moving vehicle back onto chunk". I tested quitting while in-car and reloading, it crashed to main menu and created the _crash game save. I attached a pic of the console message. EDIT: I could load the _crash save, and the car was higher on the z-axis. The vehicle info window appeared to get stuck open until I got out of the car (the x didn't work). I can comment on reloading a save with more repetitive results across games: Loot distribution changes. It seems like containers in particular locations may be getting the distribution properties of other locations, or maybe the rates are being drastically impacted...or something :S e.g. houses in general. On new game, it's all normal. After reload, I don't find much at all, and what I do find is proportionally lots of pens, flashlights seem more common than "normal", kitchen counters don't really have anything, especially food items, that sort of thing. e.g. Muldraugh farmers market which I think is a pretty safe bet for lots of food across games, with produce being very much the majority, the shelves in the centre were bare but the graphic was as if it there were items. Assuming that's not an affect of dynamic loot, it seemed bug-like. The fridge freezers also had burgers and meat, I'm thinking normally they perhaps wouldn't? Slim example, yeah, but still hopefully useful. Compared to "normal", interior-locked doors to bedrooms etc are much more common, which I can't open from either side. My system: Windows 8.1 64-bit DirectX 11 GeForce GT 740M Intel i7-4700MQ 2.4GHz 12GB RAM Presence of strands of golden retriever fur likely
×
×
  • Create New...