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Leoquent

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Everything posted by Leoquent

  1. Leoquent

    Reloaded

    Please, please, PLEASE keep the advanced reloading (or what it is called...) in the game, too. I highly prefer it over the simpler direct loading of bullets.
  2. Make it a sandbox option public servers can switch off. Would be a really cool feature for SP and CoOp. Not only a good way to skill up and get materials but also for clearing of congested highways..
  3. That sounds exactly like the problem I have. Is there any chance that you have other devices attached to your computer? Some joystick or pedals or other HID/USB? I get stuck on the character texturepack screen unless I detach my saitek combat rudder pedals and my button box.
  4. I have issues with some devices attached to my computer. They keep the game from loading up. Devices that keep the game from loading: Button Box Interface (from leobodnar, if it matters) Saitek Combat Rudder Pedals I have to disconnect (or disable in windows device manager) those two to get the game to the main menu. The last thing I see is "Loading Characters texturepack" with which it becomes unresponsive and I have to kill the game process. I will attach my console.txt. (Shortened, as it repeated the same java error endlessly and got to 35mb of text with that) Not having to do extra steps to load up the game would be neat and might keep others from dealing with the troubleshooting I had to go through. Maybe let the game skip devices it can't deal with, I don't know... My Thrustmaster Joystick and Throttle are no problem though. I guess I could even play with them... zomboid_controllerbuild_console_2.txt
  5. The cutaway algorithm is missing some essential walls on my player build structure leading to some obstruction. It seems to be directly tied to stairs and structures above them. I'll add some screenshots of the problem. Hope the green markings help understanding the geometry. The three tile wall in screenhot A is the biggest problem. It is always fully opaque (when I'm on ground floor) and completely blocks the visibility of a substantial part of my space.
  6. I was especially reacting to the "Please let us have to click/dig for every single body". That wouldn't add anything, imo. I'm not asking for a "click once win all" solution. xD I'm voting for just leave it as it is, it's fine.
  7. I'm ok with extending the time needed to dig and/or increasing fatigue taken from it but please don't make an action take 10 clicks for the same effect that it has now with two clicks. That's not better realism/gameplay, thats just more tedium without benefit. Also, as a person who doesn't like to start corpse fires: Have you ever cleaned the surroundings of your safehouse of 50+ zeds without burning them? That's already "tedious enough".
  8. Are you sure your friend is around all the time? He is never out of sight, switching an oven on while you're not looking? I guess someone is having a bit of fun by making it more spooky for you. Edit: I forgot about the "no electricity" part, but there are other simple ways to start a fire.
  9. I can confirm. Though it does not "go out" but gets extremely muffled or rather very quiet. It only happens when you move over long distances, like from Muldraugh towards the western or northern end of the map.
  10. 667. Make car tires a 3D Object when dropped to the floor like generators. Make them stackable like crates. Let us store them in a visually appealing way in our bases or build tire barricades (for racetracks ;-).
  11. I noticed that, too. It's quite too much. Lost 35%+ by going somewhat "straight" from Riverside to the Rusty Rifle in Muldraugh without driving offroad at all. Combined with the hassle of changing mufflers at lower skill levels it makes me feel uncomfortable driving my "in good shape" car at all. I know the intention is to balance it properly, but I guess we will deteriorate our cars enough by driving badly and through crashing into everything and its brother because we can, so you don't have to make wear too intense. Mechanics profession will be extremely useful anyways. Just saying... Besides that I really love cars. They are a really nice addition to gameplay and the idea of connecting "coastability" to tire pressure is just awesome (and logical ). Thanks again for the best zombie game ever!
  12. Not 100% sure if I undestand you correctly, but there already is a bugtracker here or via the menu at the top of this forum (its called "Tracker").
  13. Sure, it existed back then, but how many average cars had it in rural KY in the early 90's. I know that ABS was far from common here in Europe at that point in time. Quick google search didn't give me any numbers though. While a cruise-feature is a nice idea, it does not address my request (or concern) at all. Brakes are useless at the moment. Even more the different types. Releasing the throttle stops the car as fast as (or even faster than - idk) braking. It's ok, it's easy driving but it destroys the purpose of the whole mechanics complexity in that regard, imo. Also I think it would be more fun for me to handle some difficulty and feel the reward for good driving. Plus it is simply less realistic the way it is now. Coasting with reduced noise is another argument pro realism. I know it would be more difficult coding-wise, but maybe two different modes of driving physics would settle these contrary complaints. It would increase realism for those that don't want an easy driving mode. Something like the gun reloading option, which I am very thankful for and always set to realistic (or what it's called).
  14. Strange, I could swear I tried right clicking on the key and got no options at all yesterday. Will try again tonight, thanks. Edit: Um left clicking simply starts the ignition I thought. It's all a bit confusing because of the replicating keys, i guess.
  15. Like Shin said at the moment every car seems to have a key in the ignition (Tooltext always says "keys in Ignition"). Maybe make the key symbol yellow if a key is present (grey if there is no key) and green if the ignition is on. At the moment im always looking for the tooltip, which feels a bit cumbersome. Ideally a glance at the symbol should be enough to know. Additional question: how do I let the key in / take a key from the ignition to allow/prevent others from driving? That's not really clear to me. It already feels like there is a very strong "engine braking" present at the moment, and it feels way too strong to me. I don't know how the different brakes perform because I don't really have to use them right now. In my opinion a car shouldn't decelerate as much as it does at the moment if I lift my finger from the forward-key. Engine-brake (which I use a lot irl), especially in higher gears is far less effective. I think driving would be more fun if I would have to brake sometimes for turns or zombies on the road. At the moment I just lift my finger and after very few meters the car is already slow enough to take whatever turn without problems. So, my message in short: Reduce engine brake - active braking becomes a thing - then we can talk about balancing brake-effectiveness between the different kinds of brakes. The icing on the cake would be if cars would become somewhat unstable when breaking strongly at high speeds (no ABS back then) or when turning shortly before braking (load changes) etc..
  16. I'm playing the vehicles build for a few weaks now and wanted to give some feedback. I really love the look and feel (except the sewing machine sound, that's awful, sorry :P) and the new possibilities they bring to the game. They really fit into the gameworld and look great (not too big, imo). Their interactions with lightsources are really beautiful! What I noticed: Brakes seem to have not much purpose at the moment. Even if I fit "old Brakes" onto my strong Pickup, I never have to brake on a highway. Lifting the finger is enough to get down from speed in almost all cases. I think cars shouldn't be losing speed that fast without braking. They shouldn't roll endlessly neither, but at the moment they lose their momentum way too fast. Also, having to break more often could also emphasize the awesome bullet physics, which I rarely recognize at the moment (only if I do ridiculous turning manoeuvres at high speeds). Some things aren't self-explanatory or intuitive enough to me: What about air pressure of tires? Does it have an impact on driving behaviour or does it only affect tires when beneath 5.0 (they seems to fall off while driving then?) - I have no real clue. Don't know how to improve that, though. A key in the ignition should be more obvious. Maybe the color of the dashboard icon should signal an inserted key. I've also thought about having a small inventory (like the glove box) for the ignition (only fits car keys..) which would possibly be an improvement for Multiplayer, too (shared car? let the key in the ignition / personal car? take the key). But I can imagine you discussed that internally already. Someone wrote about hotwiring. After more than two month of car survival I didn't even know that's already an option. Something about erosion: The small, freshly spawned trees (these little buggers, that start to appear everywhere after a few weeks ingame) are a problem. I know you are reworking solid objects already, so please think about very young trees, too. They are hardly visible sometimes and should be at least a bit flexible. So maybe slow down cars on them but not make them an absolute stopping force. A real sappling needs one or two years till it could stop a car, i assume. Also: Some bushes seem to be obstacles, others are not. I can't perceive a difference, it's try and error. A (potential) bug I found: I have a car with a broken lock on one door. If I take a pristine door from another car and install that, the broken lock persists. If I install the formerly broken door on another car it works flawlessly. That's it so far. I love vehicles so much, I coulnd't play without them again.
  17. Here is mine[link deleted] (the automatic backup before conversion - should be in b24 state) Edit: It's not fully vanilla though, don't know if that's a problem. :-/
  18. That value can not be updated after you got to the trait selection screen. If you go back and insert a different value into "Free trait points", the trait points in the selection screen stay the same. Even going back to main menu doesn't fix it. You have to restart the game to be able to change that value again.
  19. Can confirm antique stoves still not working.. Not fixed, at least not retroactively with the antique stove from my current playthrough.
  20. Please don't be too harsh.. He does so much good!
  21. Wow, now I feel guilty that I dared to post my observations after your statement. I'm no Expert of A* either (like CaptKaspar). I have basic knowledge of recursive programming and have heard of A* before.. but that's it. So maybe half of my post was technically bullshit.. ^^ I never underestimated your efforts and endless thought-processes about this (or other) topics. Sorry, if my post (especially or additionally) made you feel upset, Lemmy. Nonetheless, this is a place for PZ-Feedback, so maybe I shouldn't be feeling too guilty!? I didn't know, that Zombie behaviour is moddable. That is very interesting. I have no experience with modding/LUA, but I will have a closer look at that. Maybe it will be as fruitless, but next time I can talk less stoopid things about this special topic..
  22. These situations are rare, indeed. The problem is intricate and I'm sure finding the perfect balance between "realistic" pathfinding and easy peasy Zeds is nearly impossible. Just want to point out, that I had similar observations which were annoying from a immersion point of view. I was working in the blue zone. Zeds in the yellow area hear me and are instantly making a bee line along the red arrows to my position, again and again. That makes Zombies look quite magical. And there we have it: Dragons already in the game - disguised as undead humanoids. That's a path of nearly 20 times the distance of a straight line between us. Surely a 100+ recursions of A*. Is there a recursion limit at all?
  23. Sry, I've made a mistake in my previous post. I said "chicken soup", but was talking about a full cooking pot with fish filet and several vegetables. I'm no expert, but 180 calories seems a bit low for a full cooking pot of soup made from a fish filet or a rabbit and several different vegetables (potatoe, cabbage and broccoli). I'm eating all the time, am well fed a lot but always on the absolute lower end of calories (-3500) with farmed, trapped or fished and then cooked stuff. tl;dr: impossible to hold your weight without eating looted/canned food or sugar sh...enanigans.
  24. I made a wilderness attempt (thought it is a good opportunity to try that). my data: Screenshot: I have the "Very Underweight" trait. Thought it would be a good pick for my no running playstyle. I am 90 percent of the wake time occupied with getting food from fishing, trapping and farming and had nearly no time for anything else. The start was really hard, even with a bag full of nonperishables carried over. It's somewhat interesting, 'cause I think if you would live in the wilderness for real, your main occupation would be searching for enough food. It is a bit tedious and not very much fun gameplay-wise at the moment, but only needs a bit of balencing i guess... Cooked food gives nearly no +calories and there seems to be a bug with making bowls from soups/stews. They give +0 calories. Was stuck at -3500 most of the time. If I eat a full chicken fish/rabbit soup with vegetables with -58 hunger it gives me about +190 calories. Result is that I'm permanently loosing weight. (I'm not at -3500 calories in the screenshot because I ate a full glass of peanutbutter [to understand the mechanics] shortly before)
  25. There are a few wood stoves around the map like in this cabin. Though I'm not sure if they are usable or you could relocate them. Had not yet the chance to test. Not sure how common they are in real Kentucky, but I would appreciate a few more of these on the map, as they seem pretty beneficial. Edit: Ok, I checked these stoves and they are electrical, not working on burning wood (sadly), although they look somewhat like wood stoves.
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