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Absle

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Everything posted by Absle

  1. Here, and here, Neither are really big bugs or anything, so no rush or anything, but I was worried that they'd gone unnoticed. Thanks for the help!
  2. Ahh, okay sorry I misunderstood. I just hadn't gotten any response about my bugs, so I assumed that I had submitted it wrong or y'all thought I was playing with mods.
  3. But I'm not running any mods...
  4. Also, not sure if this bug is on your end or Steam's, but getting into the Esc menu, then Shift-Tabbing to get into the Steam hub, and finally Alt-Tabbing to minimize the game works as normal in Windows 7. However, then trying to click back into the game from the taskbar just doesn't work. Hovering over the task will display it on screen as normal, but clicking on it doesn't put the game back into focus and just leaves you looking at whatever window was immediately underneath it. Alt-Tabbing out from just the in-game Esc menu works just fine without issue, haven't tested it with just Steam hub yet though. I've done this twice to confirm. Not really a big deal, since it doesn't crash the game or anything, and exiting from the taskbar seems to save the game just fine, so it's easy to just restart the whole game. Just thought you should know.
  5. Found a weird bug with the new partially-full water weight calculations. A water bottle that you're actively drinking from doesn't seem to update or calculate its weight correctly, and varies up and down by a relatively large amount. Thus far I've only actually drank from one water bottle, but I've collected quite a few. I've also tested dropping and picking back up the bottle to see if it was just displaying the wrong weight or if it was actually wrong. It was actually wrong, and dropping the full bottle of water reduced my inventory weight by exactly 0.59 units as displayed. Further, dropping and picking back up the bottle didn't at any point refresh or update it. It's especially weird because I've been noticing this for the past few days of play, but the value is always different. The 0.59 is the lowest yet, but it normally hovers around 0.72 units. It's hard to tell, but the bottle seems to last as long as I would expect a full bottle to last. I haven't tested this on any other bottles as of yet. See here, And here,
  6. I agree with this, but I feel like most of the RNG should revolve around the house the player starts in and the immediate environment around that, not the character themself. So every profession should have a list of items associated with them that have varying odds of spawning somewhere in the house that they start in (i.e. a fireman/logger would have a relatively small chance of coincidentally bringing an axe home with them that day, and a relatively high chance of having their uniform somewhere in the house). This makes the starting profession more dynamic and interesting, rather than the "best" solo build always being one where they have a wide variety of skills to get a decent exp modifiers on the important long term skills. Then the real challenge of the start should come from limiting the players time to find those items, either from nearby zombies or a pre-started fire or an alarm going of shortly after spawning. Also sorta puts context on why the PC is suddenly more active about their survival when you start playing them, because obviously given the number of infected they must have been surviving just in their house for a while already and are now being forced to leave.
  7. Eeeeeh, I don't know if I agree with this one. It's not really a big deal, but it doesn't really add anything to gameplay either, it just makes a mess of my inventory later on when I have a lot of keys hanging around. Frankly I've always been of the opinion that even the keyring shouldn't be an actual item, there should just be a separate menu entirely where your keys are tracked and you can label/rename them. The keys should only appear as items when you're looting them off of another player, zombie, or container.
  8. Wouldn't that be Zombii? As in Zombie-eye?
  9. Yeah, it is a little strange when you think about it. It's not even an easy thing to google so I don't know if English is unique in this, and I've never had to use that sort of sentence in German before, so idk. The game may even have it show up correctly, and RJ is just being the beautiful, quirky frenchman that he is in the post. Or his beauty spilled over into the code Can someone test this?
  10. But it would still be: "You killed 1 zombie." "You killed 0 zombies."
  11. I hope I'm not being rude when I say this, or ignorant since I haven't died yet to see if this is even a problem, but in English we still use the plural of the noun when we have zero of them. Hence, "You killed one zombie." "You killed zero zombies." But thanks for the update RJ, cheers!
  12. You're right, sorry about that. But 35.98 huh? Only 90 more version to go
  13. Every time I see my zomboid updating on steam I rush to this post so fast i'm afraid my keyboard will light on fire in the hopes that it's finally the new animations.
  14. Nuts, I should have shopped a fire axe into her hand. Can someone with better media skills than me do that?
  15. There's something I'm not real clear on about the animation system coming into this IWBUMS: is it coming with all the new clothes, visible backpack animations, etc.?
  16. If I had to guess? They're trying their developer hearts out to get the animation system in for the Mondoid. If not that, they're still trying their developer hearts out to squeeze in one last thing before the Mondoid. Then again, 35.3 just came out 3 hours ago, so maybe they just haven't finished the Mondoid for that yet.
  17. Not to be the guy who keeps piling on stuff for the devs to do, but is there any chance we'll get brick/cinder-block materials/walls? Sheet metal walls and shacks make a certain amount of sense, especially late in the apocalypse (where you're more likely to see them) and for internal buildings, but cinder-block walls seem like a more natural progression. At least they'd make a very nice "high level" version of the log walls. Great job on this update though guys, it's awesome!
  18. I made this post and forgot about it, glad I came back to check! Thanks everyone for you help, sorry about putting it in the wrong subforum Mr. Mod!
  19. I was thinking about editing the weight on the guns to make them slightly more bearable (literally) in light of their late nerfing. My primary goal is to make the sawn off much lighter (thinking about 1.5), but nerf it even more by reducing its clip size to two. Basically making it a double barrel that I sawed to almost pistol length. The shotgun is viable as a weapon, but too heavy to carry around all the time, and who ever PLANS on needing a shotgun before they head out? And the sawn off is worse in every way as it is, so what's the point? The recipe I want to change may be a bit more complicated. I want to change the recipes for the rain collector barrels to require only 2 garbage bags instead of 4. This is just a personal preference, may not be balanced. My question is, where do I find these in the files? How do I change them? Can I safely change them for my current saves? Thanks in advance!
  20. Is there a compiled list of the bugs in the current IWBUMS version somewhere? I really want to play it, but my old save was just getting good so I want to make sure there are not major bugs before I switch.
  21. As long as I convinced at least one penguin, it was a worthwhile post. Still, I doubt the devs are gonna see it at this point, regardless of what their opinion would have been.
  22. It's truly silent, but at least it's not going to drag every zed in the neighborhood to you with one shot. I wouldn't know how to do the calculations to find out if it would be deadly without a lot of invalidating guess work, but I don't think it would be out-of-this-world, completely ridiculous to make it deadly for the purposes of the game.
  23. Also, it's not that hard to make. Certainly a "motivated" intelligent adult could come up with something like this, from there it would only take a small amount of skill to actually do it. But where it lies on the skill tree is more of a balance issue, and I don't know enough about game design to really comment on it. Also, and this is me just gushing, could you imagine a PZ character holding something like this?! Like how the sprite for this weapon would look once it gets in? It could look so industrial and cool in this setting!
  24. Yeah, but what are you trying to say regarding bullet penetration? Basically, so you can deal with survivors covering behind wooden walls/doors. I just meant that even if penetration was modeled like it would happen in reality, it still would very rarely kill more than one target. I just meant that the rifle isn't meant to ever deal with crowds of any kind. As far as wall penetration, I would say that in real life you'd almost never hit someone through a house wall with a civilian round (and player-made walls should be counted the same to keep up the integrity of player made fortresses). Maybe you could reasonably expect to hit someone though a window barricade or an unbarricaded door if they were near that window or door.
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