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Okamikurainya

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  1. Like
    Okamikurainya reacted to Geras in Runners Return   
    Came to say exactly this.
     
    Also, different running speeds, and not one speed for all, please?
  2. Like
    Okamikurainya reacted to nasKo in Runners Return   
    Hi all, here’s some details on our next patch for the current Build 41 IWBUMS beta – and some updates on what will follow.
    41.19 Patch
    We’ve currently got the next patch in internal testing, and making sure there aren’t any last minute gremlins. Over the course of the 41 IWBUMS beta process we still need to reintroduce and improve networking in MP, improve visual fidelity via our ‘zoom’ work, optimize zombie crowds, mix in our new fire visuals, fix up the tutorial, add in new zed decay skins, create a system for clothing repair and reintroduce optional sandbox sprinters.
    And, as of 41.19, the first of these big ticket items will be back in-game. Get ready to run!
    [If you want to! As before: runners are an optional sandbox thing!]
    Other fixes and balance that will be in this patch include:
     
    New SFX for lower impact car collisions Hotbar improvements Through-open-door zed visibility fix Increased gun and ammo spawns Loot balance and game mode loot balance Controller fixes that will hopefully aid players who use gamepads A fix to those weird moments your car duplicates Smoothened fence vaulting Fixed eating and drinking animations Certain headwear now has a chance to fall when hit/attacked. Hats now rendered as 3D models in the world.  
     
    Barring gremlins appearing, which they often do, this patch is almost ready to go – but be warned that we rarely release on Fridays for fear of breakage. It shouldn’t be far off though.
    Beyond
    The next big ticket 41 items that’s likely to drop in an upcoming patch are the zoom and visual fidelity improvements that Zac’s currently on. It’s currently looking like this.
    As a part of this work Zac has been doing some simultaneous performance optimization. This week has seen the renderer undergo some scrutiny. The rendering pipeline has been carefully dissected, and various instrumentation nodes have been added at various stages.
    We can now toggle individual portions of the render on/off, and measure individual parts in isolation. Another aspect is GPU fill rate. We noticed that some graphics cards suffered more than others when certain shaders were enabled.
    So a custom shader was added that shows the invisible pixels that are stealing our performance. The terrain renderer is also getting some attention to try to reduce the amount of transparent pixels emitted by the floor tiles, by cutting their mesh more aggressively to their individual shapes. This is cutting the fill-rate cost by about 40-50%, which is seeing a nice FPS boost, particularly on older GPU’s
    Elsewhere Yuri is finishing up crash chasing and save system prodding, so he’ll be getting to work with the new fire visuals over the coming week  – while Turbo’s reintroduction of heat insulation and clothing systems will likely drop into the build over the next patch or two.
    Finally: Connall would like community reports on how different community translations are being received in non-English languages. If you have any feedback on them, or have noticed any parts of the game that remain untranslated, please get in touch with him via the translations channel in the Discord – or on the TIS forums.
    Thanks all! We’re all glad that Build 41 is still getting some positive buzz.
    This week’s image from VunderFiz, who just noticed we’d used his image on Discord and seems genuinely delighted. 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!
  3. Like
    Okamikurainya reacted to Ziggylata in Runners Return   
    Id like to see the non-alerted sprinters use normal walk animations, if thats possible.
  4. Like
    Okamikurainya got a reaction from Arsenal26 in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    As the title suggests, they'll growl and moan and hiss in reaction to the player, but they'll remain rooted to the spot.
    IIRC, in previous versions they'd follow the player along the fence or path around it if easily available... Now they register that they've detected the player but make no move towards them.
  5. Like
    Okamikurainya got a reaction from Maris in Where are distributions related to loot from zombies?   
    They're all stored in "ProjectZomboid\media\lua\server\Items"
  6. Like
    Okamikurainya got a reaction from Livio Persemprio in Of Bites and Men   
    What could be nice is the addition of a random incubation period before the onset of symptoms, based on the severity of the Bite/Scratch/Laceration and where you were injured.
    It would still be a death sentence, but would trick you into playing a bit longer.
    That said, it could also have some people crying "glitch!"
    100% certain death mechanics are always hard to balance in high time investment games. 😅
  7. Like
    Okamikurainya reacted to Livio Persemprio in Of Bites and Men   
    iirc the devs spread the rumor themselves, then dataminers ruined that, no point in trying anymore. 
    bites are a complicated matter, let's just focus on the fact that even for scratches we get the queasy moodle so quickly that there's no point in waiting and hoping
  8. Like
    Okamikurainya reacted to Fortport in Zombies Folding Against Walls   
    I feel like zombies should never lay flat and clip through a wall, and lately in the new build I've seen zombies sitting against them. It's hard to see their head to stomp them properly and it looks bad, to see half their body clipping through or something.

    What if when we knocked a zombie down at a wall, they fell on their butt and sat against it? Or if when we knocked them down, they'd fly backward, hit the wall, then lay down sideways in front of it instead of through it? There's already an animation for sitting. Sure, you wouldn't be able to stomp them, but it'd look way better and also take a second for them to stand up again. This could apply to corpses and death animations also, potentially making it more satisfying to kill them by the wall if they slam into it and fall over.
  9. Like
    Okamikurainya got a reaction from MrHrulgin in Small but Important Suggestions Thread   
    1063: A recently leveled indicator next to the skill that just leveled up. Now that leveling is automated, it can be hard to keep track of what just leveled up and I think a little icon would help that.
  10. Like
    Okamikurainya got a reaction from Livio Persemprio in Disease Overhaul   
    I wouldn't say it's super rare... Despite what Zombie Hunter said, a quick Google search of yearly Rabies incidents in Kentucky will present numbers of around 20 to 40 cases per year, though that may be County based in some results, so the number may be higher.
    That isn't very large overall, but that's most likely people who are more likely to be bitten. If more people venture into the wilderness, it may very well increase the chances of them being bitten and thus increase the chances that the bite may pass on Rabies.
     
    Well, when 100% of the current enemies have a move that is 100% fatal, any additional enemies will lower that percentage, regardless of how many rabid animals are added, so I don't think it's unfair. 😜
    And yeah, the discussion is enjoyable. 😁
  11. Like
    Okamikurainya got a reaction from Livio Persemprio in Disease Overhaul   
    I think the best possible option is to limit it to the most common types of animals which we associate rabies with, and even then to have it rare within those groups.
    I think bite and scratch protection from clothes will also play a big part for protection from animals, as well as from zombies...

    I also think that the amount of hostile animals will be relatively low... In my previous animal suggestion I listed the various animals you'd expect to find in Kentucky and most wouldn't actually aggro, and would rather flee from the player wherever possible... Heck, even the ones that would aggro would probably realistically flee rather.

    If an animal is coming at you as if it were something from The Elder Scrolls bestiary, then you'd already have a good guess that it may have something wrong with it and know that you may have to take a vaccine just to be safe.
    That could present an interesting scenario actually... Could the animal's randomly generated temperament have made it more likely to bite at you relatively unprovoked, or could it have been rabid? Do you risk taking the vaccine when it could have been harmless and so waste the rare and valuable item, or do you leave it and end up beyond recovery?
  12. Like
    Okamikurainya reacted to Livio Persemprio in Disease Overhaul   
    yeah, english is not the best language to use in the medical area. especially the common expressions. flu is a maxi word that somehow indicates basicly every attack from an external microorganism, which doesn't make sense in medical terms. 
    don't get me wrong, every language has common misconceptions about certain fields, but when okami said that technically flu is the short form of influenza, he was right. it's just that the people use flu improperly to refer to everything. influenza is viral and that is common knowledge. i like the suggestion overall and posted just to help ease out a little bit of the confusion. 
    for anyone wondering, when you get a viral disease you usually wait it out, no real cure. medications for a viral disease usually work on symptoms like fever, to prevent them to get out of control. 
    vaccines are a thing but it's not very realistic for them to be stocked for long, also you want to take them before you get sick, otherwise stuff gets too complicated. 
    they also kinda break the gameplay because a vaccine basicly renders you immune to that disease so people would just prioritize those and the doctor will be useless again. 
     
    a bacterial disease can be cured with antibiotics, which usually means to be lucky enough to get the right antibiotic for your specific disease. of course it gets way more complicated than that but for the sake of gameplay it would be best to use a general antibiotic item like the one we already have for avery bacterial disease. 
     
    i don't know what to think about rabid animals, on one side it is true that they are realistically very rare. on the other hand we have gameplay, where players shouldn't be so happy to get bitten from animals, period. the thing is melee players will mostly always need to get in range so you either add a whole system where they can get close but somehow prevent the damage, or avoid rabid completely. i mean, it's hard even to imagine ideas because we have no clue how the animal system will actually play out. i remember someone complaining about the combat system a couple weeks before iwbums and lemmy told them to at least wait and try it
  13. Like
    Okamikurainya reacted to elislavkat in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    i thinks they must trying to catch me even through transparent fence. but if it grid fence i should be unable to attack them with heavy weapon, maybe only spears and stubs.
  14. Like
    Okamikurainya got a reaction from strategiry in Small but Important Suggestions Thread   
    1063: A recently leveled indicator next to the skill that just leveled up. Now that leveling is automated, it can be hard to keep track of what just leveled up and I think a little icon would help that.
  15. Like
    Okamikurainya got a reaction from ZombiesLoveBrainiacs in Small but Important Suggestions Thread   
    1063: A recently leveled indicator next to the skill that just leveled up. Now that leveling is automated, it can be hard to keep track of what just leveled up and I think a little icon would help that.
  16. Like
    Okamikurainya reacted to bunpyre in Small but Important Suggestions Thread   
    Just because it's only a small request I'm putting it in here.

    I'd like to ask that it's considered that dandelion coffee gets added in? It would tie in nicely with foraging and be a nice post-apocalyptic drink.

    In the same vein, may there please be some consideration for the coffee and tea recipes to make sugar optional?
  17. Like
    Okamikurainya reacted to Saki in Autofishing + Fast Forward gets you stuck   
    EDIT:
    Hi there, long time fan, came back to fiddle with the new update.
    Loving it so far and I found this small bug:
    I was fishing with a few worms and one (last bait used) frozen worm. On FFWx2 when the bait was gone I got stuck on the fishing animation and wasn't able to walk away, tried un-equiping rod, walking both with keyboard and mouse menu and digging a few feet ahead. Relogging fixed it so it's no big deal but I wanted to give back for this blast I'm having with the update so far.
    I recorded the issue in case it may help:
     
  18. Like
    Okamikurainya got a reaction from Geras in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    Not "always"... I used to have a base south of Dixie built around the concept that zombies would still try to walk directly at you, allowing you to pick them off through the fence.




    Which makes sense for an insatiable and stupid killing machine and leads to situations like that seen in the Prison saga of The Walking Dead.
     
  19. Like
    Okamikurainya got a reaction from Geras in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    As the title suggests, they'll growl and moan and hiss in reaction to the player, but they'll remain rooted to the spot.
    IIRC, in previous versions they'd follow the player along the fence or path around it if easily available... Now they register that they've detected the player but make no move towards them.
  20. Like
    Okamikurainya got a reaction from crossed in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    As the title suggests, they'll growl and moan and hiss in reaction to the player, but they'll remain rooted to the spot.
    IIRC, in previous versions they'd follow the player along the fence or path around it if easily available... Now they register that they've detected the player but make no move towards them.
  21. Like
    Okamikurainya reacted to Milkdromeda in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    https://imgur.com/a/I2uPMXc (From the ‘Are zombies omnipotent,’ thread)
    In my experience some will plan a path around, a quite elaborate one I might add, and others will just keep on banging. 
     
    I’d suggest you check out the aforementioned thread, as people bring up some good points regarding this zombie pathfinding situation.
  22. Like
    Okamikurainya reacted to ARZUMATA in possibility to throw rocks   
    +1 for throwing an alarm clock
  23. Like
    Okamikurainya reacted to MrTrololo in possibility to throw rocks   
    it would be useful to distract zombies by making noises with them and to throw straight into their faces,eventually knock them down,deal damage,eventually kill in some cases,but most important thing for me is to lure with them to me one by one by directly hitting them,and to slowly take out bigger groups pretty safely
     
  24. Like
    Okamikurainya reacted to Milkdromeda in Death Animations   
    I really like how when crowded by enough zombies you can be overpowered and are just slowly brought to the ground and feasted upon in an all too chilling and perilous fashion, the screams especially adding to the effect. It’s a great feature. What I don’t like is how in instances where I’m bleeding to death in a room I convulse back with a backward jolt and fall to the floor in a rapid motion. It’s just out of place given the circumstance. I feel like there should be more variety in how these death animations are handled. With a shot to the head in Multiplayer maybe you jus drop, sure, or if you’ve been barraged with shotgun shells maybe you sort of wave about for a second and then fall like the ending of Red Dead 1. Could add some wheezing and labored breathing to accompany it, coughing and whatnot. I think it’d be really cool.
     
    (Sorry if there’s any formatting issues, I’m on mobile right now)
  25. pillow
    Okamikurainya reacted to nasKo in LAZEOID   
    Hello everyone! Lazy Thursdoid this week while we can get away with it, IWBUMs are out and for the most part everyone seems to be really happy with how its going. A few much more isolated issues to resolve on low end PCs and Mac, Linux builds. It sucks and we promise we’re working on them, if there’s anyone out there who feels they haven’t been responded to about their issue, chances are we’re already aware and are working on solving it or getting hold of a similar spec ourselves to debug on. Otherwise, people seem to be responding very positively, and player counts, reviews and everything seem to be very active. Exciting times!
    We released 5th patch to IWBUMs yesterday, and boy was everyone really happy to see the increased soap spawns! We seem to have licked all the specific performance related issues, and now only need to improve general performance with skeleton sharing between zombies in hordes. This will happen during IWBUMs at some stage, but is a bigger task than some others so we’ll see at what point it does drop in.
    We feel our naming scheme for the playstyles has been a lot more successful than previous attempts, the hotbar system has been going down a storm. We’ll carry on polishing, balancing and fixing until we’re finally ready to start testing the multiplayer code (no timescale on this, it really does depend on a lot of factors) and until then… enjoy!
    This week’s image from Vic on Steam. 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!
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