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Legoland99

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  1. Like
    Legoland99 reacted to Neutz in Union City   
    Please do, I need a lot of help haha. Need apartment buildings at, the moment. It's fine if you just only furnish the bathrooms and kitchens and copy paste the floors as those being the same makes sense, I will furnish the rest
  2. Like
    Legoland99 reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Can confirm, something is wrong with muffler degradation. Deteriorates rather randomly.
  3. Like
    Legoland99 reacted to arkahys in RELEASED: Vehicle Test 41   
    I don't talk about to don't attract zombies with car, i talk about they don't attack motor (and then shutdown) or leave the place to ininterrest, or engine shutdown, because if I leave turn 1 day during my car (i think) it empty fuel.


     
     
    i don't think garages separated will be added to safehouse (even if i would like this). my goal was instead to do a garage with living room. but goal is same : can't interact with them when is a declarated safehouse zone. 

    A video usefull or not to :  agro to car started after 1 day mini.
    waiting to refresh (so wideo very laggy and finally accelerated), i estimate to +1000 Z's (600 on the last freeze)
    show with mouse original car who attract at 1:30
    gamma filter moment is for speed x4 ( 3:45)
    slow and freeze are the game but flickering and "rewind effect" not
    1:30 > 3:00 nothing boring ! afte 4: nothing more expect for say me i'am already dead
     
    for devs : i'm on ubuntu i5 3,2 dual (desktop config, integrated GC), my capture program was very laggy due to PZ and even after kill process, when i would like to record "container problem" this one stop imediatly when i start first record. when i coded, i know nothing is random (exept random itself). so i share lived.

    SwordGuru if you read forum, would like to say if you die because lag !
  4. Like
    Legoland99 reacted to Neutz in RELEASED: Vehicle Test 41   
    I was wondering this as well, some of the houses in riverside have garages attached to them. If you claim one of these and park your car in there can people still interact with it?
     
    It should act the same as containers were people can't interact with them
  5. Like
    Legoland99 reacted to ProjectSky in RELEASED: Vehicle Test 41   
    Some rendering issue.

  6. Like
    Legoland99 reacted to halkaze in RELEASED: Vehicle Test 41   
    I hope this will help. 
    Favorite car colors of the years.
    Quote: Axalta Coating Systems
     

     
     
    Edit:
    Quote: DuPONT

  7. Like
    Legoland99 reacted to Magic Mark in RELEASED: Vehicle Test 41   
    "Feel like they fit in the game"
     
    So... like this?
     

     
    RJ's doing his research to see what's a good choice for the game, I don't think anybody expressing what's wrong with the picture above is undermining his creative process. There's nothing silly about fixing the algorithm for car spawning as that's what this build is for.
     
    That said, good on RJ for being very receptive to the criticism and asking for community feedback to help improve on this. There's nothing "silly" about that. He could easily have not said anything at all and just released it, but no, he specifically opened the floor for feedback. I kind of find it hard to see how this discussion is coming from left field.
  8. Like
    Legoland99 reacted to Brex in Test Track   
    inb4 "where tf da animationz" and "u guys suk" comments
  9. Like
    Legoland99 reacted to nasKo in Test Track   
    where tf da animationz
     
    man u guys suk
     
    Now we got that out of the way.

    Should make that a mandatory first post.
  10. Like
    Legoland99 reacted to Neutz in Union City   
    Yeah that house is in the map already, I think I changed the driveway. Though.
     
    No eta for release, there is big performance issues with dense skyscrapers. So not until devs optimize the game for Louisville etc.
     
    I may release the suburbs when it's finished though.
  11. Like
    Legoland99 reacted to Nisora in Union City   
    I am already madly in love with Union City. You've earned yourself a stalker.
  12. Like
    Legoland99 reacted to mads232 in Union City   
    Oh I see! There's a link for it here https://theindiestone.com/forums/index.php?/topic/14320-mads232s-house/
     
     
     
    Do you have an ETA of release btw? I really dig this map
     
     
     
  13. Like
    Legoland99 reacted to Neutz in Union City   
    I added all the names from the community pack, not sure if I will use every single building as some weren't what was i was looking for, do you remember what you made or what the building file was called? 
     
    I'll check if it's placed yet
  14. Like
    Legoland99 reacted to mads232 in Union City   
    What a nice map! I can't wait to play this.
     
    I also just noticed that I'm in the credits for something I made in 2015! I can't wait to find my house somewhere in this map when it's released
  15. Like
    Legoland99 reacted to NorthRoad in Union City   
    Wow, this looks amazing. Keep it up!
  16. Like
    Legoland99 reacted to Neutz in Union City   
    Did some work on the map today, added a hospital and surrounding apartments
     

     

  17. Like
    Legoland99 reacted to Chizuru Minamoto in Spiffospaced   
    I am not one who enjoys using forums too much, and as such I am fairly new, but I was quite surprised when you picked my picture of my random toying around with a mod to try and just have a zombie shootout from a roof...  But thank you for enjoying and using it as showcase for this week's Thursdoid! I appreciate it, sincerily.
     
    I haven't been playing the game since a lot of time, but I've followed its developement from time to time, always wanted to buy it, and I finally did, although kinda late I guess. Or maybe right in time to see big changes? Either way, i've been enjoying my time with the game so far, even got a friend to buy it and to play it with me! I sadly wont be testing vehicules on the multiplayer because my computer is pretty bad, I really need to upgrade it soon (I tried the vehicle beta, but my computer really doesn't want anything to do with cars... Even when disabling 3D models, it still drops my FPS as soon as two cars are on the screen). But rest assured that I am still looking forward to vehicles, and everything else you've been working on.
     
    I wish you the best of luck regarding the future of the game, and whatever other things you might do in the future.
  18. Like
    Legoland99 got a reaction from turkler in Legoland99's official custom buildings thread!   
    84% out of the 200+ pack done. Here's a ground floor parking lot for a small apartment building. Easy way to park your car and close it off once garage functions come to the game.

  19. Pie
    Legoland99 reacted to Atoxwarrior in Legoland99's official custom buildings thread!   
    I already understood, mm I'm afraid that has not been this way, this is one of the most gray Christmass I've had in my life, it shows in the environment, it shows the lack of joy, the devaluation of our currency is hard, each As the prices go up, you can imagine how horrible that must be.
  20. Pie
    Legoland99 reacted to Atoxwarrior in Legoland99's official custom buildings thread!   
    this great I like the initiative of the buildings with garage and I made a small parking lot also thought about the future use of garage doors, I wanted to ask are buildings without furniture ?, if you have defined the properties of the rooms I could help furnish some buildings.
  21. Pie
    Legoland99 reacted to Atoxwarrior in Legoland99's official custom buildings thread!   
    good with that could help you furnish some buildings would be good to have your great works completed, I did not understand the "Zuela" hahaha
  22. Like
    Legoland99 got a reaction from VikiDikiRUS in Legoland99's official custom buildings thread!   
    84% out of the 200+ pack done. Here's a ground floor parking lot for a small apartment building. Easy way to park your car and close it off once garage functions come to the game.

  23. Spiffo
    Legoland99 reacted to EnigmaGrey in Slay Bells Ring   
    Merry Christmas survivors, joy to the world and all that business. With opening sentence festiveness over then, let’s see where we’re at with a few things.

    VEHICLES BUILD 31

    Vehicles Build 31 is out now, and is primarily one of bug-fixing – with corrections, balancing and optimizations being the primary focus as work towards pushing vehicles toward stability and their public release.

    We’ve still got some work to do with remaining MP sync issues, which Yuri is currently addressing, and there’s an annoying rooftop rendering regression bug to address still – but general issues covered in this latest public test build include: disappearing skill books, lock syncs, giganto cars on 1x tiles, everlasting street lights and various issues related to vehicle loot.

    In Build 30 zombies were also given the ability to set off house alarms when swarming a house and breaking windows – but we’ve turned this off until we’ve looked ‘zombie awareness’ optimization in the new year. People did seem to be enjoying the added chaos to the first few hours of the game, however, so it’s been made available as a sandbox option.

    ZED OPTIMIZATION

    The combination of BitBaboon Steve’s map streaming smoothening and ChrisW’s work with the non-rendering unseen tiles has resulted in a far more playable games when it comes to the vehicle build – with the biggest strain on performance now being the zombies themselves.

    In towns and densely populated scenarios the combination of players covering large distances more quickly and their vehicles having wide radius of zombie attraction means that more zombies are being stirred up than ever before.

    Yuri, then, has been investigating the best ways to optimize their heightened enervation – to give us some wiggle room when it comes to difficulty and zed population without sacrificing FPS. He’s even done some graphs like this or that seen below:



    Right now zombies will ‘walk towards’ sounds they hear in a straight line, until they hit a fence, wall or building. At this point they enter a more costly ‘PathFindState’ that will direct them towards the player, which in all honesty isn’t very zombie-like in any case. As the above graph shows, with hundreds of zombies responding to car sounds at long range this is causing major lag in areas like West Point.

    To improve this over Christmas Yuri will be creating a ‘WalkAroundBuildingState’ which will be used for any zombies outside of close range of the player (off-screen to a SP player). This will be a simplified version of the traditional zed pathfinding that funnels them along a building’s wall in a direction that brings them closest to the player, going back into ‘walk toward’ when they have circled the building.

    As such zombies will be able to navigate past buildings without dragging processor power, while still displaying suitable dumb zombie behaviours to MP onlookers, or the player themselves if they are watching a horde following a distraction or a house alarm.

    ANIMS

    As of the public release of the vehicles build we’ll have the full animation system lying dormant in the released code, waiting to be turned on bit-by-bit in the test versions that follow.

    Right now it’s all behaving better than expected – but has a sweep of bug-fixes required that’ve either appeared during the grand unification process and the introduction of Bitbaboon Mark’s tool-based ‘AnimZed’ editing and implementation.

    As you can see in this vid, for example, for some reason vehicles (despite being drivable and tinkerable) aren’t visible – and elsewhere the player character turns into a squiggly nightmare when climbing through windows, and can often snap a full 360 which looks decidedly strange.

    Once these kinks are ironed out Mark will be moving onto optimizing these processes (the focus has been on getting stuff working, with the tightening of loose nuts and bolts to come later) while Martin can concentrate on improving visuals – and maybe have a model for a trouser-wearing male that doesn’t look quite so… tight-fit and 1980s.

    A full sanity data pass of the entire data set will also be required soon, so Mark will no doubt be calling on his Technical Director management skill-set to get a full export/validate system going with Martin to get it done quickly and easily.

    Today’s supermarket sweep from persol. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
     
  24. Like
    Legoland99 reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 31:
     
    [New]
    Added a zombie house alarm triggering sandbox options, default false, set it to true to allow zombies to trigger alarms by entering houses.  
    [Balance]
    Rebind default horn hotkey to Q (same as "shout").  
    [Bug Fix]
    Fixed Mechanics skill books disappearing after reading. Fixed broken-lock window sync in multiplayer. Fixed new object-sync code not updating the Loot Window. Fixed "template!" calls setting gearRatio to default values. Fixed Cars being oversized on 1x textures. Fixed street lights always working despite electricity shut-off Fixed null pointer when using horn. Fixed IsoObject sprite name being changed (should fix campfires rain barrels etc) Fixed radios (and other things) not working when placed on the ground in multiplayer. Fixed server exception when removing objects from the map. Fixed audio not being muted in the menu in singleplayer. Fixed the vehicle gauge and dashboard flickering and overlap. Fixed character walking to the front of a vehicle to install tail-lights. Fixed van rear windows requiring a door to be installed, when there are no rear doors. Fixed black paint window frame color issue. Fixed vehicles sometimes respawning loot when they shouldn't. Fixed server not handling multiple containers or vehicle-part containers. Fixed new object-sync code not updating the Loot Window. Fixed the loot window not updating when a vehicle door is opened/closed in multiplayer. Fixed players teleporting in multiplayer while inside a vehicle breaking everything. Fixed zombies only spawning Muldraugh map. Fixed some typos in Sandbox texts.
  25. Like
    Legoland99 reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Radios are no longer working as intended in multiplayer.
     
    Had a person set up a radio with me around. He turned it on and changed the stations. While I could view the changes in text (the different radio hosts doing their intros as the station changed), the person actually setting up and turning on/tuning the radio could not see any text at all.
     
    Walkie Talkies do not work, we both used screenshots to confirm we were both on the same frequency and did not have mics muted.
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