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numbersixthecat

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About numbersixthecat

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  1. I'm not completely sure (I don't have my laptop around) but if you set the zoom to auto, it will zoom out as you speed up, and pan the view towards your driving direction. Unfortunately the game engine tries to load all the cells that you can see, and as the view zooms out, there are really many to render.
  2. Indeed the game already does that. The problem is that the larger the field of view grows, the larger must be the bandwidth to accommodate the amount of map streamed as the car speeds through. This scaling is order n^2 so it's a big issue for multiplayer. The current solution is that car speeds are limited by this , and it's not enough. I wonder if they could "grey out " and just stream the sides of the road when you are driving fast, kinda simulating the fact that you don't have the time to watch every detail and need to focus on the street and its immediate surroundings.
  3. I somehow agree that driving feels a bit strange: we're surprised by obstacles that are impossible to see due to the isometric projection, but our character should have no issues in seeing them.
  4. I agree, something "à la rimworld" would be neat. Also, interruptible, time consuming construction that has at least a minimum amount of physics behind. There was an old mod by @blindcoder for that which is now very sadly out of date.
  5. I remember those. Also they wouldn't leave the current map "chunk" : you had to empty them and couldn't push them up to the "farm in the north"... so long ago!
  6. So long indeed. I'll wait and wait until you're ready. Hold the line.
  7. Btw I was talking about the original mod, not about the proposed minigame. All those wacky skyforts need to be banished!
  8. For sure, I hope something like this will come in vanilla. It's needed for better realism.
  9. 27 September 2011 , and my only "Google checkout" purchase, too. I was toying around with the free betas since summer 2011. Later I bought a fanboy edition to gift my first licence to a colleague of mine : he was mindblown when he saw me playing.
  10. I am logging in right now, from Italy, ping about 180 ms, so it's ok for me on the usual vehicle branch.
  11. I experienced the same issue, the car comes to a stop even if the black areas are still quite far away. I also noticed that sometimes the car stops completely when running over a bunch of zeds; in the previous build this was much less evident, so it might be a balance thing? But still, coming to a halt (with the accelerator key pressed) after running over 5 or 6 zombies still feels that there is too much speed loss. I also have to report the same lag issues experienced by the other players. In comparison with the previous build the game feels a lot "heavier" (but i can't say i have a lower framerate). There are so many hiccups that happen while walking and fighting that combat has become really hard. I had two characters bitten in half an hour time due to the game freezing and glitching during combat. The game would sometime freeze for about one second, as frequently as about once every ten or fifteen seconds. Many zombies would just stop, frozen in place, and then resume motion. You (almost...) can play, if you "imagine" what's going on during the freezes and can predict how to move, so it really looks an issue of lag between client and server. In general unfortunately I have to say that this update feels a bit of a backward step (of course not considering all the fixes for the other bugs, i'm only talking about lag here). I also noticed the new "block transfer" mechanism, and I think that it works fine for things that feel tiny (like nails), but also feels like a cheat for things that should be bulky (logs): you should move those one by one, or at least two (holding one in each hand). Many other sync issues have been fixed for me (fire sprites, barricading, campfires). Let me know if I can give you more details, and keep up, as always, the great work.
  12. Another strange issue, a Franklin Valuline doesn't start. I have the key, and have been using it for a while. Apparently nothing is wrong with engine and battery, however with key in ignition the systems are red. Am I missing something? See attached screenshot. Also: which recipe magazine is required to hotwire heavy duty vehicles?
  13. Correct me if I'm wrong, but as far as I remember (from versions 2.9.9... onward, a few years ago), the multithread option wasn't working at all under linux (you could select the checkbox, but this wasn't actually doing anything, and the choice would revert at restart). This was also acknowledged by the developers, but I cannot quote on that, nor explain why: so if anyone else has a deeper insight it would be nice to know. On a different subject, I can also confirm a few of these issues, namely that you need to equip the bags to access their content, and that sometimes car trunks work weirdly. I have experienced also all those farming shenanigans.
  14. Yes! I didn't realise that until now that you mention it. It's been a while since I last saw the fire sprites! Edit: but you can still see the small flame sprite on burning zombies.
  15. [another non-car-related] Also placing campfires requires reconnect or "walk away from cell and come back" to be able to see it placed and use it.
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