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Leoquent

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  1. Like
    Leoquent reacted to Axiomatic in Project Zomboid - This is how it Dies.   
    If you think its tough for dedicated players like yourself and myself (around 1200 hours now) to have to wait this long for the next big patch release....imagine how hard it is for TIS staff who work on this more hours than we play it, having to wait to get all their hard work out to the public for everyone to enjoy. OP, you need to get over yourself and take a break from PZ. Play something else for awhile. Come back later. The game will still be there, and you'll be in a better headspace or the game will have been updated bringing about many of the updates and fixes we're all waiting for.
     
    As a lifelong gamer who really crashed hard into it on the original NES as a kid in the late 80s, and spent a stupidly large amount of time playing games since then, I can easily say that PZ represents one of the top three games that allows players to create their own narrative in a really open ended fashion. Its one of the best narrative generators I've ever come across. And the game only gets better when you embrace it as a story creator driven by you the player. Morrowind is the other game that comes easily to mind in this regard. 
  2. Spiffo
    Leoquent reacted to Optimism in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  3. Like
    Leoquent reacted to numbersixthecat in IWBUMS 41.53 released   
    For ****'s sake. A delay in a delivery of a game is only a "problem" if you are a spoiled brat.
  4. pillow
    Leoquent reacted to TimNOUK in IWBUMS 41.53 released   
    I honestly feel you are DEAD wrong... I personally have 4 friends waiting to play the new update with. And bro if I manage that there is not way other people don't have similar problems...
  5. pillow
    Leoquent reacted to Sloth680 in IWBUMS 41.53 released   
    WEve been waiting over a year for a mp release... We all spent 15+$ on this hoping for good constant updates... and were dissapointed to see otherwise...
  6. pillow
    Leoquent reacted to Sloth680 in IWBUMS 41.53 released   
    Multiplayer coming out anytime soon? 
    Ive been waiting almost a solid year just for iwbums multiplayer... 
    Like cmon... release it unstable i dont think many of us care at this point...
  7. pillow
    Leoquent reacted to MMAXX in IWBUMS 41.53 released   
    Give us MP already! We've been waiting too long! We understand that you want to do everything efficiently, BUT: The game is in early access !!! We don't need quality! PLEASE! PLEASE GIVE US MP !!!
     

  8. Like
    Leoquent reacted to ProudNoob in IWBUMS 41.54 RELEASED   
    Unfortunately, vehicles sound "lets say" not good. Especially, the van. It feels like ur driving smth powered by jet turbine. Sometimes u cannot even understand if the vehicle is running or not on idle. Other than that the update brought amazing sound improvements. The game feels way more immersive. Great success!
     
    Edit: Well, combat sounds are way worse than vehicle sounds... I tried crowbar and knife so far, just bad. Moreover can't hear zeds from distance as it used to be.
  9. Like
    Leoquent reacted to lemmy101 in IWBUMS 41.34 RELEASED   
    41.34 Changelist
     
    NEW
     
    Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
    Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
    Added visible wounds on character (not done the lower body parts yet).
    Can now remove visible blood from health panel debug menu.
    Added new vehicle stories
    Added fuel timer to campfires and other fuel items
    Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
    Added ability to use bandana as a mask
    Removed long press of E to remove keys from car's ignition.
    Added ability to hold umbrella
    Added ability to hold a torch/flashlight in your hand
    Added Garden Saw.
    Added a Loot Generator UI in debug context menu to track loot spawns better
     
    Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed.
    - The controller X button toggles vehicle cruise control on/off.
    - Holding the controller X button and pressing D-pad up/down changes cruise-control speed.
     
    Stealth improvements:
     
    Increased range for jawstab of some knives.
    Player will raise their left hand if close enough to jaw stab.
    Added jawstab from behind (player & zombie).
     
    Hair dyes:
     
    Added hair dye (regular color will be found in bathroom, some others in a hair salon).
    You can dye your hair & beard separately , just right click the hair dye bottle.
    Added "Font Size" Display option.
    Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.
     
    BALANCE
     
    Tweaked junk and clutter loot (increased them, added new loots in there)
    Increased painkillers active time.
    Lowered flashlight weight from 2 to 1.
    Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
    Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
    Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
    Battery now weight 0.1 instead of 0.6.
    Increased torch/battery spawn rate.
     
    FIX
     
    - Fixed day/night active zombies sometimes sprinting when they should be inactive.
    - Fixed zombie spawn in large structures like the mall
    - Fixed Bare Hands counting as a favorite weapon in non-English languages.
    - Fixed mannequin rendering bug (related to the weather fx mask).
    - Fixed spawn buildings being randomized.
    - Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
    - Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
    - Fixed being able to turn during fall down anim.
    - Fixed zombie auto turning toward player when close killed.
    - Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
    - Fixed fishing with the fishing net trap not giving experience in fishing skill.
    - Fixed leaving Winter is Coming game resetting the Winter timer
    - Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
    - Fixed occupational outfits spawning on mannequins
    - Fixed Scrap Metal not being used when building fences
    - Fixed problem with masking female character's hair.
    - Fixed multi hit sandbox option being turned on for challenges.
    - Fixed models with capital I not loading when using the Turkish locale.
    - Fixed player not finishing turning around before climbing through a window that is behind him/her.
    - Fixed missing BreakSound on some weapons.
  10. Like
    Leoquent reacted to BoogieMan in Vehicles are overpowered   
    Weird. I have the opposite experience. Unless I'm really going fast it seems like running over a zombie has something like a 1 in 4 chance of actually killing them in the first hit. Also, when I drive through even as little as about 8 of them I lose much of my speed and low speeds rarely seem to actually kill them, not to mention it damages the vehicle over time.
     
    But.. I mean, isn't that what should happen? Cars are heavy, rigid, and go can move fast. Zombies also have no self preservation so just take the hits full on without trying to dodge or roll. Seems pretty accurate that you should be able to plow through them. In fact I'd wager it would take a lot more people to stop a vehicle moving in reality than it does in game.
  11. Like
    Leoquent reacted to nasKo in IWBUMS 41.30 Released   
    So glad I never bought it
  12. Spiffo
    Leoquent reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  13. Like
    Leoquent got a reaction from Grayshadow502 in 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.
  14. Like
    Leoquent reacted to ZombiesLoveBrainiacs in Combat Renovations   
    Imo Realism > Romero.
     
    A healthy human being would have a really hard time biting a chunk out of someone's neck. But for the sake of gore, a rotting corpse is somehow able to do that with ease in B-movies. Imo it's just cheesy & also doesn't result in good gameplay - it just isn't fun to survive a zombie attack only to bleed out seconds later.  I guess it's an unpopular opinion, but i think the chance to die from a bite is too high as it is. If getting bitten means you're almost guaranteed to die, there's no suspense. It's also the reason why First Aid is kinda useless as a skill.
     
    TLDR: Bad injuries = fun, instant death = meh.
  15. Like
    Leoquent reacted to EnigmaGrey in Combat Renovations   
    Like i said, it's called metal working.
     
    The blacksmithing side of the profession was basically left out due to disagreements on how it should be represented in PZ. Though, yes, the disabled files and are were included for modders to use.
     
    It hasn't been worked on since its release (build 35 in 2016). Though that will probably change when the bigger ticket items (npcs) are finally done.
     
    (If you mean antique wood burning stoves, you can find them in secluded cabins in the woods. Basically a safe, indoor campfire.)
  16. Like
    Leoquent reacted to Burger_Time in Combat Renovations   
    Daily reminder that an Animation update is not just Animations, but also heavy balance changing, new mechanics, crafting and also a base for the future NPCs.
  17. Like
    Leoquent reacted to lemmy101 in Night Drivin’   
    anims still aren't to the point the first vehicle build was - multiplayer is completely non-functional, the game difficulty balance of the game is completely fubared, it will run like an asthmatic dog with high zombie counts, and anims have been hyped for years longer than vehicles were, so we have to make sure first version doesn't piss people off cause there is 100x more 'it's taken them X long to do' expectation. We're also very much hoping that anims going public will coincide with a sales increase that will pay for all the significant extra resources and money we've put into getting them out there asap, and pushing them out in an underwhelming state would be dangerous to risk muting the excitement and attention it would get. Sadly as much as IWBUMS is a testing beta branch, a huge amount of people take it as the defacto build as soon as it goes public in any way.

    As much as testers are positive about them, they just aren't ready for IWBUMS before a few key things, particularly the rotational blending and MP support, as well as some SERIOUS optimization to not cut off the bottom half of our players. But that day is definitely getting closer. We won't keep it in private testing longer than i needs to be, but a few minutes of video simply doesn't tell you the whole story.
  18. Like
    Leoquent reacted to Laird Thaddeus in Disassemble cars   
    Keep your car in a garage as part of your base. would stop people getting to it most the time. if you are out on a run and some one starts to dismantle your car you should hear it really.
  19. Like
    Leoquent reacted to Geras in Disassemble cars   
    We should be able to scrap every car regardless of its condition imo.
  20. Like
    Leoquent reacted to lemmy101 in IWBUMS 40.41 (important info for server operators)   
    IWBUMS 40.41 released!
     
    [NEW]
     
    New zombie network transmission system.
     
    Two circles with radiuses definable in server options:
     
    ZombieUpdateRadiusHighPriority (default 25 tiles)  - zombies in this tile radius circle from a player will be transmitted to that player every frame, meaning their movement will be smooth and precise. ZombieUpdateMaxHighPrority (default 6) can be used to limit the amount of zombies in this circle (ordered by those closest to the player) that will receive these high frequency updates, so in the midst of the horde only the closest few will be precisely transmitted to clients (the most relevant zombies).
    ZombieUpdateRadiusLowPriority  (default 45 tiles) - zombies in this tile radius circle will be updated to the player infrequently, enough to keep track of their approximate movement, but when low accuracy is needed since they are not close to a player. Uses the amount of seconds defined by ZombieUpdateDelta (default 0.5 seconds) to define how frequently the server will send these zombies. Lower ZombieUpdateDelta values will make them more precise at cost of server load and network traffic. Higher values result in less traffic but more obvious pausing, sliding and glitching.
     
    Zombies outside the outer low priority radius will never be transmitted to the client, and will be invisible. Depending on the config and player's resolutions and zoom modes, this may cause zombies not to be visible at a distance with 4k res, or when right click scrolling the view, or when driving a car fast, but is potentially a sacrifice worth taking for a stable and performant server, and this effect can be reduced by expanding the outer radius to suit your own needs. We can look at adjusting the defaults further once we've seen what the server runners go with for their options, as it's hard for us to judge how far we could push it on a 60 player server, so our defaults start off relatively conservative.
     
    Out of the box, with default settings, we expect the zombies to have a much lesser load on the server, especially with high player numbers. However players may notice some sluggishness of zombies at a distance, delays in changing direction due to sound, or sometimes small skips and teleports, though zombies close to a player that could risk their lives should not suffer this issue and so any zombie glitches and pauses should remain purely cosmetic. This can be tuned to your own preferences.
     
    Depending on your expected server load, if you are running a coop server and want more zombie precision, you can increase the radiuses, ZombieUpdateMaxHighPrority zombies, and decrease the ZombieUpdateDelta. This will create more traffic and server CPU load, so is not advised for high population servers.
    If you're running a high population server and are having issues with server performance, you can decrease these radiuses, decrease ZombieUpdateMaxHighPrority, or increase the ZombieUpdateDelta to reduce the amount of zombie network traffic and CPU load, which should reduce issues with black bordering and server stalls at the cost of zombie accuracy not close to a player.
     
    [FIX]
    Fixed errors with safehouses.
     
  21. Pie
    Leoquent got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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
  22. Like
    Leoquent reacted to Blasted_Taco in Animations will one day be released hype thread.   
    I guess you are not up to date of what the animation system is all about.
     
    I can give a damn about clothing/gore features by this point, but the animation system is a overhaul of ALL the gameplay mechanics of the game, its the one thing that is holding up the progress of NPCs, hunting animals, improved stealth, looking around corners and all of the features to the road towards 1.0.
     
    When the NPCs are in, they will be animated so you can see what they are doing, same goes to hunting (stealth and running, getting attacked by X animal), the ability to easily add more animations/weapons/items and see backpacks on players back is a huge thing that is needed.
     
    Also i dont understand how they got vehicles working without the animations in place, because i think that IF they got the vehicles first into the game before the animations, well i guess that means a truckload more of work to make them function with the animations again.
     
    But overall this is what makes the wait for the animations such a frustrating thing for me that i havent touched the game in a long time, just seeing the animations as a massive gateway into 1.0 is frustrating because the expectation of the community of probably seeing the game leave early access by the end of the year was high, now i doubt we might see the implementation of NPCs until next year.
  23. Like
    Leoquent reacted to xXxFANCYCAPYBARA36xXx in Animations will one day be released hype thread.   
    What? 7 Days to Die is so visually disturbingly terribad that I quit playing and tried refunding (didnt succeed tho cause of over 2 hrs playtime)
    7 days to die is literally more painful to look at than a pile of steaming poop, dont even get me started on these giant parka leather trench coat down jacket thingies that are completely skintight in shape but somehow 9 times as fat as the body under em
     
    Literally minecraft looks better than 7dtd
     
    Also if im correct theres specific people working on the anims, specific people working on the coding and other stuff etc so anims time shouldnt be slowing down other development time, its a great update that will make the game much more fun to play and look at for those that like visuals AND gameplay
  24. Like
    Leoquent reacted to junglistjim in IWBUMS Beta: Version 40.35 Patch   
    just discovered that if you dont have a watch in primary inventory you cant see how long you have survived for - but if you put watch on then you can.  thats quite cool.
  25. Like
    Leoquent reacted to Fenris_Wolf in RELEASED: IWBUMS Build 40.18   
    Nothing scarier then a road raging sunday driver. Shooting at people who honk at them for going to slow...swerving left and right to block off lanes so people can't pass them as they do 30mph...
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