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BayCon

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Everything posted by BayCon

  1. Bugs I Have Documented As of 5/10/17 NOTE: Some of these I can't easily describe without screenshots, so I'll create my personal bug report thread to avoid spamming this one with screenshots. All screenshots from me will be posted here. Since it's not officially a "bug reporting thread" on its own, and it's more of an image dump, I'll just put it in General Discussions. I am playing survival with no mods. Bugs: 1. Layering and lighting errors not related to vehicles. (SEE: Screenshots 1 - 5) 2. Nearly all wall tiles with windows are shaded differently than the rest of the building (SEE: Screenshot 6 - 7) 3. Doors inside of a home were found locked. (SEE: Screenshot 8) 4. Zombies and other interior details visible through walls of a barricaded house 5. Containers which have dynamic sprites based on how many items are in them are sometimes displaying as empty despite having items in them. (SEE: Screenshot 9) 6. Car did a barrel roll (flipped twice before landing on its wheels) while crowd surfing. 7. While trying to escape a massive horde surrounding my car, it rolled about 720 degrees to the side, flipped up into the air, and went flying about 6 tiles away into some trees, all at about 2 - 5 frames per second. Side note, I'm having the time of my life with these physics bugs. ^.^ 8. When trying to exit car (now stuck sideways in some trees), I got stuck in a tree and could not move in any direction, but the walking animation still played. The zombies were unable to hit me. "Bugs" That I'm Not So Sure Are Bugs: 1. Found a hunting knife in the Rosewood Buffet's kitchen, but everything else there was pretty much empty. (SEE: Screenshot 10) 2. Exterior doors seem to be unlocked more often than I've ever seen. 3. Finding much less food than usual in homes, fridges, and even places specifically for food. By the way, I spammed the crap out of the recent messages box when I uploaded all of those screenshots, but there was no other way for me to get around the 4 mb file limit and keep the photos on this site, so... Sorry about that.
  2. Well, to be honest, that's because I'm on a low-end PC and Zomboid is one of the few games I play at 60 fps, and I'm afraid of being cut out of that party by the vehicles.
  3. Thanks to you and Lenny for the official statement. With that, I'll be dropping my list of bugs with some screenshots momentarily...
  4. I promise I'm not trying to instigate, I was wondering if my words could be taken that way. Sorry if I'm giving off that vibe. I'm aware I can seem kind of aloof online, and I'll work on that. As for the panic bug, I experienced it both in and out of vehicles. I don't know if they would want me to report bugs not related to vehicles, but I'll continue to do it just in case. Nope, not for the official branch yet, but it is a public testing build. There are some bugs to squash and details to add (injuries, engine sounds, balancing, etc.), and they just released this build to the public so they can find problems and receive feedback from a wider group of testers than internal testing could provide.
  5. I read the Mondoid, and what they asked for, as well as the whole thread. This is what Lemmy said in response to the bug where you become panicked when you see every zombie: "This is to test the vehicles, which as had massive amounts of work in a separate branch for a significant amount of time, there may be bugs introduced that may include getting panicked by zombies improperly, this is why we made a test tech build so people can spot such things."
  6. Are you sure that programming new content for this game is so modular that they automatically fix all bugs outside of the cars simply by fixing the code for them? I'm no expert, but I don't think it works like that. From following many indie devs and reading patch notes, I was always under the impression that adding something new to your game almost always broke some existing code.
  7. I've done that. Vehicles seem to have broken a lot of things, but hey, when you're surgically "implanting" a new feature into your game and you have to tamper with the game's most foundational mechanics (organs), there are bound to be some open wounds that need healing. Anyway, bad analogies aside, I have a list of bugs I've found and have them in screenshots as well. I'll be posting them all here sometime tomorrow.
  8. Ok, to give you some perspective on how many zeds I attracted by that time just by driving up the street with a car from the church parking lot beside me and looting the gas station for food and orange soda for like 15 - 30 seconds, Take the horde in front of my character, paste it behind me, and around the corner of the church as well, and about 1/3 of it into the gas station (indicated by the white arrow) in the top left corner of the screenshot. They just kept coming in, and I had to keep running around the driver's side of the car and leading them away because there were so many on that block. But this is STILL nothing compared to what I had amassed during that save a little later during my drive from Rosewood to West Point. Like, I slowed down to do that thing from that scene in The Walking Dead to assess just how many zombies were on my tail... (which failed because the zombies in the game are not all conveniently going at one speed), but eventually it was like I was at the Million Man March, and by that time my framerate was murdered. I kept trying to outrun them so my character could sleep, but they were tracking me like it was a helicopter event. So, eventually I decided to see what would happen if I drove far then turned off my engine and went to sleep immediately, and I woke up to the biggest paparazzi in my life. I kept trying to get out with the car, but eventually, they flipped me up into the air like a pancake and sent me flying into the trees.
  9. LOL. I was thinking of a way to describe them to people who haven't tried the test build and "Rolling shotgun blasts" describes it perfectly. Between you and me, I'm afraid that they're gonna nerf these things so hard with noise attraction that they're just as useless to the skilled survivor as guns are in this game. The only purpose of guns in this game for me is drawing zombies away from a certain area. Have a photo or two. Wait, I actually took this photo? This was nothing compared to what I saw later... I barely got out of the driveway of the house behind me and already attracted those zeds. My spawn house was one of the khaki ones on that street.
  10. You haven't played the public test build? You can sleep in your car! As for the wide open fields, I hope they implement slower travel over dirt and grass for sedans, and allow trucks to continue at a normal speed. I wouldn't say "easier"... Those things attract zombies like crazy. However, it will be more beneficial in some ways than walking! Omg you guys haven't played the public test build, have you?! The trunk weight is 200 in sedans! Yes, over 10 times that of your average bag! I haven't tried the vans or trucks, so I don't know if they're larger or not. Though everything in the test build is subject to change.
  11. Yeah I had thought about that and tried it, but the massive hordes they attract made it hard for me to even get the car in position in time before they caught up lol. On one hand, I'm looking forward to new challenges, but on the other hand, I'm worried that they will not reduce the radius of their meta sound, and they will continue to bring the entire city down on your location.
  12. With the public release of the Vehicles tech test build, I've become pretty excited about the near future of Zomboid. I was staring at the game map thinking about new places to play and how the vehicles will affect my playstyle... when I came across the mall. Then I started thinking: What if I pulled up to the mall in MP with a squad of peeps and had them on an assembly line carting things to our squad of cars? Cars attract an unholy amount of zombies from even just a little bit of movement, what if I had one of my squad mates run to the other side of the mall and fire off a gun to make looting easier? or... Oh my god, the hallways in the mall are wide as crap... What if I broke 4 walls into one side of the mall with a sledgehammer and actually pulled the car in and had squad members ducking into stores and throwing things in the trunk? There are a lot of zombies around the mall, so how fun would that be to be desperately filling the trunk of the car before it's too late, and then making a daring near-death escape with all of the loot? So much fun to be had in just this one area. How do you think Vehicles will change your playstyle? What new experiences do you think you will have? I'm interested in knowing.
  13. I get an Error 404 on your screenshot.
  14. For some reason, this man seemingly wearing a truck as a hat made me laugh like crazy inside.
  15. I'd like to see a faded version of the car's original color with a "destroyed" texture over it so not every wrecked car is white. I personally like the current nature of roadblocks and how they're even kinda hard to move with a car.
  16. To all the people who are saying this, it's probably intentional. The developers left all cars unlocked and full of gas for testing purposes. I don't know if they made them refill on purpose, but for testing it would make sense to me.
  17. I'm serious when I say this, while crowd surfing, I just had my car... I thought it was gonna flip over but it did another 360 and eventually landed on its wheels lol. Also, I found a car in white and I gotta say I'm really enjoying Martin's texture on the white car (aside from the gradient on the windows of course).
  18. Specs - I use a normal laptop Processor: AMD A8-7410 APU @2.2ghz with AMD Radeon R5 Graphics (integrated) RAM: 12 GB System Type: 64-Bit Operating System, x64-based processor. OS: Windows 8.1 Playing Resolution: 1600 x 900 Performance Without vehicles (for comparison), I usually get a solid 60 fps with normal zombie activity and population. Even with large hordes, I can maintain 30 fps at medium zoom levels. At the farthest zoom possible with no action, I get 20 - 40 fps with stuttering. With vehicles, I get a fluctuating 5 - 17 fps just upon spawning in. When I get in and use one at West Point and it starts to attract zombies, it goes as low as 2 fps. When I change the resolution to 1280 x 720, I still have a low fps until I leave the city. Then it rises to about 20 - 30 fps. Bugs (so far... will be updated) - Can someone tell me how to copy the text from the console? - Crash upon trying to return to main menu. - Buildings drawing over cars, like someone else showed. My Thoughts - The vehicles play way better than I expected. They feel very real and weighted, and their presence in the world is felt, even without the shadow underneath. - They look great too. The pileups are cool and from what I've seen there seems to be a pretty nice system in place for generating them. - Car population isn't as common as what it would be in real life (just about everyone has a car), obviously, but it's just the right balance between realism and being reasonable for gameplay/performance purposes. - They handle amazingly well, and I did not expect nearly this good a physics system for the vehicles of an isometric game. Even after seeing videos, I was skeptical, but they play very, very well. - Martin's metallic textures for the vehicles look very good, actually. I still don't like the gradient on the windows, but only the paint jobs that are way too saturated in color are the ones that look out of place to me. I think a nice blend of metallic textures from Martin and toned-down textures from Mash would look nice, as long as all cars use Mash's window texture. - They attract zombies too much, I would say. They move from surprisingly far distances like they just heard a sound from the meta of the game for migrations, and almost as if it was a gunshot. Cars can be heard a few streets over, sure, but in real life they're not so loud that they should attract zombies like a gunshot would. - A lot of work can be done for performance optimization. I can run Carmageddon: Max Damage on minimum at 30 fps, and that's a racing game with full body car destruction, gore, and gibbing.
  19. BayCon

    May Dayoid

    Pressing a single button to roll a die is fine, but please, no awkward text above the car; *car fails to start* *vrrrrrrrrrrrr--- pop* *vrrrrrrooooooom* ...and no fumbling around in the UI to start the vehicle. I might be reading into the word "communicate" too literally, but as long as that communication is audiovisual in a way that does not involve text, it's good enough for me. Let me press "E" or whatever, and then give me an audio cue. Or, for those who play muted (which is a bad idea that no one should do lol), have a subtle shaking/bouncing animation for when a car is on. So, when the car is trying to start, we can see it shake/bounce a little bit, and if it stops, then we know it failed to start. This animation could be too cartoony for Zomboid though, so.... I guess this concludes my unpopular ideas list for today haha.
  20. BayCon

    May Dayoid

    I've only recently come to desire a few interactive actions or mini-games for this game when I got tired of staring at progress bars and UI to do, well, almost everything. However, it took me 250 hours to get tired of it, but it's still not that much of an annoyance. I recognize now that it's not a popular idea, but if I knew how to program, I would implement a massive interactive overhaul in the game for my personal use, as well as the 3 other humans that would probably want it lol. Here's one example of what I might add. For skills like carpentry, it would create puzzles that the player would have to complete, and the faster they complete it, the higher level their walls would be. They would start off really complicated and hard to complete before time runs out, so that when a player is a really low level, they're more likely to produce low-level or sloppy walls. However, if they are really crafty and can solve the puzzle quickly enough, they have the ability to stretch their skills. The puzzle would probably be like arranging wooden planks to look like a wall, starting with the planks all connected but jumbled up, able to rotate on an axis to form what looks like a wooden wall, but I haven't thought that far through it yet. Carpentry books for various levels would have a chance to either make the puzzles drastically easier, or just give you the answers to some of them, but if you fail the puzzles even at these higher levels, you can still produce lower level walls. This would require a level of focus on the part of the player when doing something that would normally just be watching a black bar become green. This would keep me stimulated. I can almost guarantee that there is a very small amount of people that would want this, but to me, it would make the late game more interesting, because by that time, most of what you do within your safehouse will be click, wait, click, wait.
  21. I see you have 28 posts, so I'll assume you're new. You're certainly free to submit any suggestions, but, ultimately, it's up to the developers to decide whether or not they're implemented. A couple of versions back, they implemented a "community suggestion overhaul" update, and that was pretty cool. As for the story though, I would think it's unlikely that your suggestions would be implemented, simply because the developers are already working on a story for the game and have been for years now. Don't let that discourage you, just keep that in mind. Happy Surviving!
  22. BayCon

    May Dayoid

    Sorry for the spam.... File limits.
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