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Posts posted by NagashUD
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On 1/26/2024 at 6:42 PM, EnigmaGrey said:
Note that the hallway has windows and glass doors at its entrance, even if it’s not necessarily realistic that light would make it around the 90 degree corner and to the end of the hall.
You can see how much darker it is in the starting room, so I don’t really get why the empty hallway is the focus. Either way, toning down the color filter will result in a darker hallway as there’d less luminescence over all.
I have full trust in you guys !
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28 minutes ago, Headshotkill said:
I second this, the new lighting system is a big improvement but the demonstration clearly showed there was no need for the player to use a lighter for light. You could perfectly navigate the dark building without. I'm in for hardcore darkness if it's a sealed room without any light.
I suppose they will still add the option for darker nights as it is already actually, i hope so !
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"there’s debate on the team as to whether the player character should have a little more clarity in the darkness"
I suppose no light=dark; Cat's eyes trait should maybe give a little more light blue clarity exactly like in the "doors and lightning" video?
Also filters while wearing glasses/sunglasses would be a plus in my opinion
Please, no Bethesd* bright nights and indoors !
I'm also very exited to try the new lightning system !
Cone is a little light, hope it will be possible to make it a little darker in options, that would be great; (I might be wrong tho, probably because i didn't try it myself).
Keep up the good work guys !- vek and Headshotkill
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1 hour ago, Guicsr02 said:
whats mean textures 256 1024 2048? whats this change in game? someone could explain me
I was wondering, maybe for mods ?
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50 minutes ago, nasKo said:
- Fixed an error in the farming menu that limited squares watered after the first to 50 water units maximum instead of 100.
Good !
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Farm of Fear
in News
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Looks good, i'm also impatient about the light propagation tho !
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On 10/21/2022 at 12:31 AM, nasKo said:
- Fixed not being able to empty rotten sacks of produce.
Good !!
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Issue seems fixed with the 41.78.4 !
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31 minutes ago, Hugo Qwerty said:
I wonder if that's intentional? The trailer doesn't have a cover, so maybe items falling out (at high speed?) would be something they'd add.
(I'd hope they'd let you add a cover / tarp to prevent it though...)
I didn't try yet with a covered trailer, but indeed if it's intentional, the possibility of adding a tarp would be great !
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Yeah indeed, and the Z migration in general is way more intense than before; prob something about Z hearing/migration badly fixed
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Well to be honest it's been like 4 games i retried and some places are really way more full of Z than before; some areas are impossible to cross in car because the car seems to be way louder (can see the Z comming from far to the car) and getting surrounded pretty quick (especially in 6 month after apocalypse); also some starting places are overcrowed (maybe it's me but i had to flee the spawn area after i found a car, too many Z heard it from too far, and that's the first time it happens since i play the game (2015)).
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Before the 41.78, i was going some days/weeks pretty far away then came back , just 2-3 zombies spawned.
Same zone here after some days of loot far away (past builds) :
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2 hours ago, TheMitu97 said:
Been playing recently in Muldraugh and noticed something similar myself. Although, are you sure it isn't just migration? Zombies tend to just migrate from nearby areas to populate empty ones. I gotta say it occurs way more frequently on 41.78 though, but I actually saw it happen. Dozens of zombies just coming from outta nowhere, even though there was absolutely nothing sound related that could possibly attract them.
I noticed the zombies were migrating way more far than before, but i am pretty sure it is a respawn, i cleared the zone, went at the end of the street to loot then came back and all the zombies were back like if i killed none; Having the feeling of killing the respawning hordes in loop, again and again.
Since the build 41, it is the first time i'm having this issue, looking on my past youtube videos and clearly this wasn't happening this way.
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Well same issue occured again, seems like when i leave a zone for like 4-6 hours ingame, the zombies respawn at full scale;
My set-up of unseen respawn is 16 hours at 0.5 but it seems like something is wrong, i left 6 hours and the respawn was way more than 0.5 .Like before, it had no zombies when i left the zone and no event.
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Yeah, same here.
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2 hours ago, Yana M.D. said:
Have you tried testing on a new save as well? Just to make sure it's not the map_meta.bin file that was corrupted.
It's a new game from 41.78.3; i'm gonna try to reinstall maybe :/
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* Remember it had nothing 6 hours before *
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Zaumby Thursday
in News
Posted · Edited by NagashUD
That looks sweet ! Is it me or the outdoor night is darker than inside the bunker? Should be the same darkness in my opinion, and it would be perfect !
Just a question, why not releasing some small updates progressively on unstable branch? like grass, or fences, that should be compatible with the actual build ?
I think that would be very appreciated by the community to have fresh things to try out ! (like me after +4k played hours)