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Man_In_The_Purple_Hat

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  1. Spiffo
    Man_In_The_Purple_Hat got a reaction from B33ware in RELEASED: Vehicle Test 41   
    I don't see how them adding realistic features is really a big deal. I get it, you're impatient for NPC's just like all the others on the steam community crying over them. Personally it could take until 2020 for all I care for them to release NPC's, and I'd still be happily playing and checking in on the updates. You know why? Because I want them to actually take there time with the game, to make it actually ya know, GOOD. Option rich, plenty of skills and realistic effects. This game is supposed to be  realistic zombie survival game and to be completely honest I hope they add in all those ideas you mentioned. I'm not a car enthusiast at all, but I want the car build to be good and not rushed. Why on earth would someone just want them to crap out a build, especially one like vehicles and have them add nothing to it. That's like ordering a steak and have them bring you the bones and fat... And to say "oh you'll be waiting till 2019 for them to finish, obviously you dont know much about coding because its relatively easy to code those kind of additions. NPC's on the other hand, will be FAR from easy, there going to be realistic AI to be able to support themselves in the game world, hince why there being saved for very last, and it would be ignorant for them to not wait till the end to make them. Oh and another thing, car capacity is only 200 on the open bed trucks, other cars are around 70 and under, but no I don't think there OP at all because of the realistic repercussions of carrying a full load of crap to point a to b. What would be OP is if they shat out the vehicle build with only having to gas up and turn a key, that would be so stupid if they wasted a perfect opportunity like this to add more features like the  mechanic profession and all the customizations and perks with it. If you don't like it, fine don't use the options, but there won't be some poll because you don't want them to add what they (and most of us) want to add into THIER game. Sorry but most of us on here like the realisim of the game, we don't want a rushed hunk of crap that's boring to play, and luckily for us, the devs know this and agree.
  2. Like
    Man_In_The_Purple_Hat got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    I don't see how them adding realistic features is really a big deal. I get it, you're impatient for NPC's just like all the others on the steam community crying over them. Personally it could take until 2020 for all I care for them to release NPC's, and I'd still be happily playing and checking in on the updates. You know why? Because I want them to actually take there time with the game, to make it actually ya know, GOOD. Option rich, plenty of skills and realistic effects. This game is supposed to be  realistic zombie survival game and to be completely honest I hope they add in all those ideas you mentioned. I'm not a car enthusiast at all, but I want the car build to be good and not rushed. Why on earth would someone just want them to crap out a build, especially one like vehicles and have them add nothing to it. That's like ordering a steak and have them bring you the bones and fat... And to say "oh you'll be waiting till 2019 for them to finish, obviously you dont know much about coding because its relatively easy to code those kind of additions. NPC's on the other hand, will be FAR from easy, there going to be realistic AI to be able to support themselves in the game world, hince why there being saved for very last, and it would be ignorant for them to not wait till the end to make them. Oh and another thing, car capacity is only 200 on the open bed trucks, other cars are around 70 and under, but no I don't think there OP at all because of the realistic repercussions of carrying a full load of crap to point a to b. What would be OP is if they shat out the vehicle build with only having to gas up and turn a key, that would be so stupid if they wasted a perfect opportunity like this to add more features like the  mechanic profession and all the customizations and perks with it. If you don't like it, fine don't use the options, but there won't be some poll because you don't want them to add what they (and most of us) want to add into THIER game. Sorry but most of us on here like the realisim of the game, we don't want a rushed hunk of crap that's boring to play, and luckily for us, the devs know this and agree.
  3. Like
    Man_In_The_Purple_Hat reacted to Snaiper in Small but Important Suggestions Thread   
    456. Vision behind buildings is very problematic and annoying.
    The default way vision works is that every wall which is facing the opposite side of the camera is black, and when player steps behind it, there is a limited globe around the player in which he can see... why? It makes no sense, it's unrealistic and a poor gameplay choice. It means that the player can only see very little in front of him and only because the camera is set that way.
     
    The character should have a clear vision as if it's supposed to be his POV, not the camera's that matters. Just like everything that's behind the character usually fades darker and you can't see zombies where character isn't facing.
     
    Examples:



     
    In the first image, very little can be seen, all though the character should be able to see down that whole wall.
    In the second image, the player is a bit too far away from the walls, so his globe doesn't reach them and thus he is blind for that part of the walls.
    The third image is the best example. The player shouldn't be able to see behind him, but he should be able to see all the way in front along those walls. Yet, that isn't the case.
     
    Please, fix it ASAP. I haven't been noticing it that much, but as I began to play better and do riskier stuff, go into town/city more and got better feel of mechanics, this just feels broken.
     
    My solution would be to have this portion of the wall about 75%-85% transparent, and the color either gray, dark blue-gray or the color of the wall itself (other walls that the camera can see).
     
    EDIT: Sorry if this reply is too long and/or if the suggestion is not a "small" one, I just didn't want to make another thread just for this, but I will do it if you feel like I should.
  4. Like
    Man_In_The_Purple_Hat reacted to DramaSetter in Small but Important Suggestions Thread   
    563.
    Character speed depends on surface he/she run/walk
    ( like the same system with vehicles )
     
    564.
    Reduce capacity of school benches. It's 50 kg and that's too many for a small table with little container in it..
     
    565.
    Items on the floor will burn, if fire reaches them ( at this moment you can save loot from burning by just dropping it on the floor )
  5. Like
    Man_In_The_Purple_Hat reacted to junglistjim in RELEASED: Vehicle Test 41   
    Hi,
    another observation on cars:
    Brakes - they just dont seem to be needed half the time. 
    as soon as you stop pressing forward the cars come to a complete stop very quickly.
    I think it would be a bit more realistic if cars coasted more - so you actually had to use the brakes.  the brakes would need to be increased in power as they dont slow you down very much.
     
    cornering - i like the skid noise - would be awesome if the cars would slide - back end slide out if turning on wet or non road surface.
     
    i just feel cars are way too safe and should have more danger - crash and BURN baby.
     
    could be cos im on the easy mode for cars tho.
     
    finally love the way every time i start the game the number of red errors keeps dropping - was 6 then 5 now 3.
    good job on fixing dem bugs - keep it up
    tanks - oo typo i meant thanks or did i..........
     
     
    tanks
     
     
  6. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Quite some of your suggestions are planned/already in PPanda
     
    Goal is quite basic: have something for people who doesn't care about vehicle but still want to use it. Basically, find one with key, refuel it, change tire if you want (require level 0 mechanic), then drive i. You crashed? Car's dead? Time to find another one, no need to repair!
    And also for people who wants to spend time with their car, trying to find better parts for it, customize it (you like truck for their trunk size but they're too heavy/loud? invest in mechanic to reduce this!), be a mechanic in a MP group, repairing cars... You found a sport car in good shape but the suspension are worn out, find some performance suspension and mount them.
     
     
  7. Pie
    Man_In_The_Purple_Hat reacted to OffitMan in RELEASED: Vehicle Test 41   
    This guy gets it! 
     
    Plus, most of those suggestions did sound pretty cool.  The odometer would be awesome, just to see how far you'd traversed in your car. The battery going flat after leaving your lights on all night. Anything to do with the car getting dirty and rain washing it, I'm down with all that. My suggestion, it'd be awesome if your car wouldn't start, a group in multiplayer (or once NPCs are back) could push start it. Could lead to some tense situations.
     
    For me, its the little details that make the difference between a good game and a great game. When a game tells little stories through its mechanics and systems interacting with one another, rather than strictly relying on a narrative or a plot, I always appreciate it more.
     
     
    Or just let TIS make the game they want?
  8. Pie
    Man_In_The_Purple_Hat reacted to Octopus in RELEASED: Vehicle Test 41   
    I understood your post perfectly. I also understand that we have very different ideas about what constitutes "taking things too far", as you put it. What you see as overly complicated, I see as an interesting challenge.
     
    Also, I am perfectly comfortable waiting until 2018 if it means giving the developers time to do things right. It's what I've been doing for six years (I first bought this game in late 2011), and I feel we've been getting one hell of a game because of the developers have been given the time to do things right. If you want a rushed half-assed zombie game, there are plenty on the market to choose from.
  9. Like
    Man_In_The_Purple_Hat got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    Uhm, just making cars carry tons of loot and go long distance without any draw backs is kinda OP. Tire condition and low air pressure causing low/high tire friction is a real world problem, and rusted out crappy brakes are quite a real world problem too. I don't see any issue in making the cars more interesting instead of them just adding in an op way to move a ton of loot to point A to B, sounds pretty boring/ a waste of potential cool additions. Hell I think it could use a bit more features in my opinion, integrating  metalworking, electrician and engineering skills in order to perform certain modification onto the vehicle. Sure the system needs a bit of a condensing by making tires switchable between all cars by the tires size instead of them only being for sedans, SUV, heavy duty ect. same with breaks and what not, go read Enigmas posts above for a better understanding  of what i mean. anyways I think its a good thing that they are fleshing this build out, pretty sure many people would be pretty disappointing if they just had crapped out a bunch of cars with nothing to do with them except drive and carry crap. More realistic is the perfect way to go, not over the top realistic, but what they've added so far is great, just needs a little tweeking with the car sub-types. And personally I want moar, like having to actually change oil, maybe have your engine lock up in winter and you'll need to grab a can of starter fluid or something, serpentine belt shreds up due to crappy alternator.
     
    Lastly,  on a note of NPC's it would be best and less work for them if they hold off NPC's till the very LAST thing they do. the NPC's are going to have to interact with everything in there game environment, it would be a pain in the ass to say make NPC's now, then the go and add in something new and will have to go back into the NPC code and rig it up so they can interact with whatever new thing it may be.
     
    Anyways looking forward to build 24 guys! hope to see it soon!
  10. Spiffo
    Man_In_The_Purple_Hat got a reaction from Kuren in RELEASED: Vehicle Test 41   
    Uhm, just making cars carry tons of loot and go long distance without any draw backs is kinda OP. Tire condition and low air pressure causing low/high tire friction is a real world problem, and rusted out crappy brakes are quite a real world problem too. I don't see any issue in making the cars more interesting instead of them just adding in an op way to move a ton of loot to point A to B, sounds pretty boring/ a waste of potential cool additions. Hell I think it could use a bit more features in my opinion, integrating  metalworking, electrician and engineering skills in order to perform certain modification onto the vehicle. Sure the system needs a bit of a condensing by making tires switchable between all cars by the tires size instead of them only being for sedans, SUV, heavy duty ect. same with breaks and what not, go read Enigmas posts above for a better understanding  of what i mean. anyways I think its a good thing that they are fleshing this build out, pretty sure many people would be pretty disappointing if they just had crapped out a bunch of cars with nothing to do with them except drive and carry crap. More realistic is the perfect way to go, not over the top realistic, but what they've added so far is great, just needs a little tweeking with the car sub-types. And personally I want moar, like having to actually change oil, maybe have your engine lock up in winter and you'll need to grab a can of starter fluid or something, serpentine belt shreds up due to crappy alternator.
     
    Lastly,  on a note of NPC's it would be best and less work for them if they hold off NPC's till the very LAST thing they do. the NPC's are going to have to interact with everything in there game environment, it would be a pain in the ass to say make NPC's now, then the go and add in something new and will have to go back into the NPC code and rig it up so they can interact with whatever new thing it may be.
     
    Anyways looking forward to build 24 guys! hope to see it soon!
  11. Like
    Man_In_The_Purple_Hat got a reaction from B33ware in RELEASED: Vehicle Test 41   
    Uhm, just making cars carry tons of loot and go long distance without any draw backs is kinda OP. Tire condition and low air pressure causing low/high tire friction is a real world problem, and rusted out crappy brakes are quite a real world problem too. I don't see any issue in making the cars more interesting instead of them just adding in an op way to move a ton of loot to point A to B, sounds pretty boring/ a waste of potential cool additions. Hell I think it could use a bit more features in my opinion, integrating  metalworking, electrician and engineering skills in order to perform certain modification onto the vehicle. Sure the system needs a bit of a condensing by making tires switchable between all cars by the tires size instead of them only being for sedans, SUV, heavy duty ect. same with breaks and what not, go read Enigmas posts above for a better understanding  of what i mean. anyways I think its a good thing that they are fleshing this build out, pretty sure many people would be pretty disappointing if they just had crapped out a bunch of cars with nothing to do with them except drive and carry crap. More realistic is the perfect way to go, not over the top realistic, but what they've added so far is great, just needs a little tweeking with the car sub-types. And personally I want moar, like having to actually change oil, maybe have your engine lock up in winter and you'll need to grab a can of starter fluid or something, serpentine belt shreds up due to crappy alternator.
     
    Lastly,  on a note of NPC's it would be best and less work for them if they hold off NPC's till the very LAST thing they do. the NPC's are going to have to interact with everything in there game environment, it would be a pain in the ass to say make NPC's now, then the go and add in something new and will have to go back into the NPC code and rig it up so they can interact with whatever new thing it may be.
     
    Anyways looking forward to build 24 guys! hope to see it soon!
  12. Like
    Man_In_The_Purple_Hat reacted to Brex in Alternative Unlocking Methods   
    One of the most irritating things about PZ is how you go about opening locked doors. Currently there are only three ways to get through a locked door: find the key, break it down, or disassemble it. Sometimes if you're lucky the key will spawn on a nearby zombie, but oftentimes you're sh*t outta luck. Breaking down doors takes a toll on your weapon health and is time-consuming, plus it leads to insecure rooms (especially if you're trying to open a locked door in your safehouse). Disassembling the door is also time-consuming, requires specific tools, and can't be done on every type of door. 
     
    With that in mind, I have a few suggestions on alternative methods to opening locked doors: 
     
    1. Kick that f*cker down. Or use your shoulder. Depending on your Strength and Fitness you should be able to kick open a locked door without injuring yourself. Of course this means the lock will be probably be busted, but at least you'll still have a door intact. 
     
    2. Lockpicks. The most obvious solution, and could even be a brand new skill. Probably wouldn't work on all doors but if you've got a screwdriver and a paperclip, I'd say go for it. 
     
    3. Breaching charges. Again, if you're not interested in being able to lock the door when you're done, this one's for you. Though it'll probably attract a LOT of attention. 
     
    4. Shotgun. Blow off the lock with your trusty boomstick. Again, will destroy the lock and probably attract a f*ck-ton of zombies. 
     
    5. Fire. Thermite, acetylene torches, any sort of flame you can get your hands on to melt or cut through the lock. Warning: chance to set fire to the surrounding area. 
     
    All of these seem like more reasonable alternatives to breaking the door down or disassembling them. What do you guys think?   
  13. Like
    Man_In_The_Purple_Hat reacted to Kuren in RELEASED: Vehicle Test 41   
    Thank you So much this And also this: introduce different ways to kill / inconvenience the player

    I (and many others) fully appreciate all the detail and complexity you all have put into PZ

    Many <3s

    Edit: Also, any update on this issue? It's been the one thing keeping me from testing more. Vehicles have made the game way more fun and brand new to me but it's hard to put in time when I can't load up a save at all for the duration of the build.

    "i'm guessing you know about the dissapearing cars after loading game single player." - junglistjim
     
  14. Pie
    Man_In_The_Purple_Hat reacted to Batsphinx in RELEASED: Vehicle Test 41   
    Yeah RJ thinks he's fixed for the next build - it was a save issue I think.
  15. Like
    Man_In_The_Purple_Hat reacted to Batsphinx in RELEASED: Vehicle Test 41   
    I get your point, and we are simplifying stuff behind the scenes, but I also wanted to point out that we need to vary car quality in interesting ways, introduce different ways to kill / inconvenience the player with them etc - most of which will be invisible to characters who don't know what to look for. If you're not interested then this will all be hidden behind the Mechanic profession.
     
    Finally it should be said that much of this isn't hugely complicated to code vs. the actual physics/implementation/art/engine stuff that's been going on for the past year or two for them. It's only been a matter of weeks that this top layer has had time on it. 
  16. Pie
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    @King-Salomon Not quite what i mean, Salomon. Here's a neandering reply that might or might not make any sense.
     
    If we just look at cars, there was little need to make trunks removable, for there two be three different tires, or for there to be two separate 12v batteries. It doesn't really seem to accomplish the goal of making it simple,. Some of it isn't realistic, or based on the American reality when it comes to car parts (vintage-appearance white-wall radial tires exist, balloon / ply haven't really been in use since late 70s). It's odd to have such a degree of detail and choice for seats, but not to consider the removal and installation of an engine, or some basic tinkering options in the right-click menu. To be fair to RJ, I think he will consider it and I'm not saying any of the above is bad. It just needs to take a bit more inspiration from reality and get polished up a bit. Maybe shake out some of the over-complexity. It's a great start.
     
    Complexity itself isn't bad. There's a ton in the game that's just over-simplified and, while I disagree with certain additions for this specific skill, they could really benefit from additional detail. For example, changing carpentry to foundation -> frame -> sheathing material and basing the max height / quality of the result based on the options. We got the start of that with 2x building, but then it just kind of faded into the background as other things were worked on. Electrician and engineering are prime examples of this. You basically have one method to gain XP (disassemble things) and you can only do one specific thing with them. Medical professions are even more lacking. They just give debuffs to healing. No unique recipes or actions.  These are entire professions that won't have anywhere near the depth of the mechanical skill, but could be expanded to be consistent with other skills, like cooking. It really should be -- aside from whatever the Meta Director thing does in the future, this is the meat of the game.
     
    Some of this is just because PZ's setting is a bit too realistic, by choice. Cars aren't likely to feel that unique or customized because a lot of this is going to be behind the scenes (invisible stats, limited physics model and terrain, not a racing-sim), cars will be relatively plentiful (quarantine, so it's not like there's anywhere for them to go), and TIS is going to be limited by how much customization they can do to the 3D models (unlike a rogue-like, such as CDDA).
     
    Complexity, in the right places, is really fun. It gives us the ability to make choices. Customization for customization's sake, like three different tires in a game where it won't really have much of an impact, is just kind of pointless  (we're not going to be drifting corners in extreme head-to-head races) . . .
  17. Like
    Man_In_The_Purple_Hat got a reaction from Kuren in RELEASED: Vehicle Test 41   
    after reading enigmas post, this had me thinking that it would be cool to see mechanics being able to take out an engine and being able to open a separate UI (like the health/car mechanic menu) that would be specifically for the engine, you could change spark plugs, belts, alternator etc. I know from my own experience Ive had to change quite a few serpentine belts due to my alternator being crappy and it would chew the belts apart.
     
      It would also be cool to see the cars mileage and maybe have to change to oil out after a few thousand miles, or there could be an old oil change sticker left in the window/glove-box for code convenience
    that showed the last oil change and what the next mileage is when the next change is due.
     
    One last thing before I get to the bug a found, I think would be good to add is to be able to commonly find a jack in the trunks of cars, every car comes with one in the trunk along with the spare doughnut tire in the back so I think it would be a nice addition to be able to find them easily in trunks along with a crappy doughnut tire  you get a blowout. Also my old 92 Camry had a first aid kit come with the car in the trunk, so maybe it would be cool to add a new smaller first aid kit you could find in trunks as well! car first aid kits were usually a rounded black square with red text saying "first aid" and would be zip up on the edges, they only had things like tweezers, bandages and topical neosporine like ointment (which id love to see more medical items added in one day ;P)
     
    BUG REPORT:  Anyways that aside Ive ran into a new bug after playing for awhile last night. I was driving up from the country club going towards riverside and while I was driving the game just closed out completely.
    So I reopened the game and continued to be left where I last was on the road but with no car (probably due to the cars re-spawning ever time we quite out to the menu/close the game. ) So I go back to the country club and drop some crap off after grabbing a new car at those warehouses in between riverside/the club and started to drive back to riverside, then I get past the section the game closed out before while driving. then once again, the game closed out. not sure what could be causing this, but I just wanted to let you all know.
     
     
  18. Spiffo
    Man_In_The_Purple_Hat got a reaction from Jamiesauce12 in RELEASED: Vehicle Test 41   
    after reading enigmas post, this had me thinking that it would be cool to see mechanics being able to take out an engine and being able to open a separate UI (like the health/car mechanic menu) that would be specifically for the engine, you could change spark plugs, belts, alternator etc. I know from my own experience Ive had to change quite a few serpentine belts due to my alternator being crappy and it would chew the belts apart.
     
      It would also be cool to see the cars mileage and maybe have to change to oil out after a few thousand miles, or there could be an old oil change sticker left in the window/glove-box for code convenience
    that showed the last oil change and what the next mileage is when the next change is due.
     
    One last thing before I get to the bug a found, I think would be good to add is to be able to commonly find a jack in the trunks of cars, every car comes with one in the trunk along with the spare doughnut tire in the back so I think it would be a nice addition to be able to find them easily in trunks along with a crappy doughnut tire  you get a blowout. Also my old 92 Camry had a first aid kit come with the car in the trunk, so maybe it would be cool to add a new smaller first aid kit you could find in trunks as well! car first aid kits were usually a rounded black square with red text saying "first aid" and would be zip up on the edges, they only had things like tweezers, bandages and topical neosporine like ointment (which id love to see more medical items added in one day ;P)
     
    BUG REPORT:  Anyways that aside Ive ran into a new bug after playing for awhile last night. I was driving up from the country club going towards riverside and while I was driving the game just closed out completely.
    So I reopened the game and continued to be left where I last was on the road but with no car (probably due to the cars re-spawning ever time we quite out to the menu/close the game. ) So I go back to the country club and drop some crap off after grabbing a new car at those warehouses in between riverside/the club and started to drive back to riverside, then I get past the section the game closed out before while driving. then once again, the game closed out. not sure what could be causing this, but I just wanted to let you all know.
     
     
  19. Pie
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Trunks
    Vehicles should have a  realistic, fixed "cargo space" that fits their real-life counterpart. Space should only be gained by removing the trunk lid or doors, assuming PZ is going to represent vertical space (fridges in trunks) Space should only be lost in a rear-end collision. The chance to lose items should only occur if the floor has rotted out or the cargo is not secure and a collision occurs We're really just talking about "repairing" a flawed trunk (welding torch + sheet metal, sheet metal + screws, tarp, hammer, or wood)  to plug gaps or remove a dent. Past a certain point, it would not be fixable. Replacing a trunk on a unibody car isn't possible. The only vehicle that'd let you swap the rear would be pickup trucks, but not in the way depicted in-game (e.g. adding a camper unit or a flat-bed), since most have a ridgid frame.  
     
    Tires
    What are these supposed to represent?
    Vintage: balloon, ply tire? Standard/modern: radial? Or is it supposed to be ...
    consumer enthusiast / racing / performance light commercial heavy-duty The first two  would only apply to cars. The third would be for small vans (including mail vans and delivery vans) and larger pickup trucks. The fourth would be for things like the firetruck or a large delivery truck.
     
    A few nice mechanic skills would be ...
    Checking a tire's pressure with a pressure gauge Removing the tire and plugging leaks Removing the inner-tube (if applicable) and replacing it) Removing the rim from a tire Placing a tire on a rim
    Batteries
    I take it "heavy duty" is just marketing? I don't know why you couldn't take the 12v battery out of a light-commercial van and install it in a sedan, but for some reason you can't.
     
    Batteries come in two flavors:
    wet cell batteries: these require the addition of electrolyte and water periodically, or they "dry out." They generate hydrogen gas while in use. Sealed batteries: these require little maintenance and will only vent  hydrogen gas under extreme duress, or leak only when rushed There's not really much you can do with them aside from ... 
    changing the battery cleaning the battery terminal checking the alternator output checking the voltage charging a battery (trickle or speed charging with a 120v appliance) jump starting a battery with another vehicle Moving the battery to a different location Adding additional battery(s) to run accessories  
    Brakes
     
    There's two kinds of brakes:
    Drum (common in all four wheels right up to the 80s) DIsk (common in the front of more modern, mid 80s cars) They can probably be swapped by changing the hub for most cars.
     
    Light-commercial brakes and truck brakes can't be swapped to cars, I imagine.
     
    Check brake fluid Bleed brake lines Replace brake pads (or shoes) Remove emergency brake (common to have them seize, needing welder to remove them) Seats
     
    Removing seats should increase storage capacity for that area

    Fancier seats should simply give the player more comfort or protection in a collision. They could simply be called "bucket," "racing," and "captain's"
     
    Windshield
     
    Reinstalling windshields is probably not practical for most players, including mechanics, excepting some much older cars. 
     
    Missing
    No exhaust system? These cars are noisy.
     
    Crappier cars should have crappy mufflers that need to be swapped. Not to mention removing the catalytic converter to increase engine performance (at the expense of back pressure in diesel vehicles).
     
    A faulty exhaust can be deadly, as can be a poorly altered one.
     
    Fuel injectors? Carburetors? Distributors (or electornic distributors)? Spark plugs? Oil pans? Oil changes? Radiators (the most likely thing to be broken in a collision with a zombie)? If we're going with the 70s - 90s line of cars, then having a nice mix of tech would be fun. Suspension?
  20. Like
    Man_In_The_Purple_Hat got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    Been playing around with this new build (23) and I gotta say its working sooo much smoother than awhile back. I couldn't even drive a car let alone even walk to one my lag/stuttering was so bad, I'm getting some slow downs here and there but nothing unplayable, I'm very happy .
     
    Now I do have some bugs to note down. My characters currently held up in the riverside country club (PS great job on the place Mash! I love it) but I noticed that the cars in lots and other areas where cars spawn keep respawning every time I quit the game and continue a bit later. I had a taxi I used to drive to the country club dissapear because I parked it in the parking lot. 
     
      Another thing I'm finding very unrealistic is that I had tossed a full backpack into the bed of my truck just to have it fall out repeatedly every 50 feet or so on a straight away. The trunk is in 100%. I can understand the backpack sliding around a lot in the bed but not just flying out. I drive my grandfathers truck IRl and we keep a toolbox and an empty gas can back there and yeah they slide around but theyve never fallen out ever.  I can understand if the truck bed's door was left open or removed that stuff would fall out just from accelerating lol but in game its kinda making me not even want to use trunks. Even the taxi trunk I used had stuff fall out of it when the trunk was at 80% which was weird. I can understand hitting a bump and having stuff fallout if the trunk was smashed in from another car, or the trunk was left open. I just think the trunks system needs a good adjustment is all ;p .
     
    One other thing about trunks is I think on the hatchbacks, SUV and the UPS styled box vans should have a bigger storage space. Especially the big box vans should have more than the truck does, but at the cost of gas mileage the more you fill it to capacity. And if someone were to ram into the back of it those two doors would be flopping around everywhere having your cargo spill out.
     
    I also noticed on the 2 seater compact car you can only get into the passenger seat and cannot switch into the drivers seat nor go through the drivers side door.
     
    The last thing I noticed was that after quoting and the continuing aside from cars respawning some of the food items i put in my freezer and fridge dissapeared and respawned other items.
     
    That's all from me for now, keep up the great work guys and I'm looking forward to the next update
     
    Edit:
    I totally forgot thus bug, but the cars sound effects for the past builds I've tested since like 15, the sounds are all glitchy and totally bugged out, its hard to discribe but its like they only play a short 1 second clip of sound and it repeats that same 1 second over and over till it hits a different 1 second clip. Its really messed up on my end lol. But other than that the cars are driving fine for me aside from the trunk issues.
  21. Like
    Man_In_The_Purple_Hat got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    Thanks much! i spawned in riverside and the new curves of the river confused the hell out of me haha, but im so glad to see how large this new addition to the map is! makes me very pumped to see what other new additions mash has up her sleeve *cough* Louisville *cough*
  22. Like
    Man_In_The_Purple_Hat got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    This is a bit silly of me to ask but where exactly is Riverside located? I am using the all in one map mod so im looking to make sure the downloaded map called "California" Is or Isn't overlapping the new area, could someone circle on a pic of the game map or send me a link from PZ-Map-Crash on where RiverSide is located? Id really appreciate it!
  23. Like
    Man_In_The_Purple_Hat got a reaction from DramaSetter in RELEASED: IWBUMS Build 38.15   
    Thanks much! i spawned in riverside and the new curves of the river confused the hell out of me haha, but im so glad to see how large this new addition to the map is! makes me very pumped to see what other new additions mash has up her sleeve *cough* Louisville *cough*
  24. Like
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: IWBUMS Build 38.15   
    North of West Point, where the river bends into a previously black area.
     
     

  25. Like
    Man_In_The_Purple_Hat reacted to Berdryn in Released: Vehicle Tech Test build   
    Im also getting the freeze every few seconds. Between that, its smooth. It just freezes for a couple seconds every few seconds. Makes it unplayable at the  moment.
     
     
    Also, as the joypad interface is being looked at... could you please move the column over? It doesnt need the whole line to say Item. If you just switch the two widths, you can see all the items, how many you have and it better supports modded items, its a real pain to adjust it every time using the mouse. Please and thank you!
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