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roix

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  1. Like
    roix reacted to Pandorea in Build 41.18 Zombies that pass through a barrier are considered standing in combat   
    Thank you for the report! The issue is already in our tracking system.
  2. Pie
    roix got a reaction from Pandorea in Build 41.18 Zombies that pass through a barrier are considered standing in combat   
    Hello,

    Zombies that pass through a barrier are considered standing in combat. When I hit him on the ground after his animation, they get up by magic while standing.

    The zombie that goes through the window does not have this problem, if I hit him when he's on the floor, he gets the attack and stays on the ground.
     

    Version original:
     
    Bonjour,
    les zombies qui passent par une barrière sont considéré debout en combat. Quand je le frappe au sol suite à son animation, ils se relèvent par magie en étant debout.
    Le zombie qui passe par la fenêtre n'a pas ce problème, si je le frappe quand il est par terre, il reçoit bien l'attaque et reste bien au sol.
  3. Like
    roix got a reaction from Axezombie in Build 41.18 Zombies that pass through a barrier are considered standing in combat   
    Hello,

    Zombies that pass through a barrier are considered standing in combat. When I hit him on the ground after his animation, they get up by magic while standing.

    The zombie that goes through the window does not have this problem, if I hit him when he's on the floor, he gets the attack and stays on the ground.
     

    Version original:
     
    Bonjour,
    les zombies qui passent par une barrière sont considéré debout en combat. Quand je le frappe au sol suite à son animation, ils se relèvent par magie en étant debout.
    Le zombie qui passe par la fenêtre n'a pas ce problème, si je le frappe quand il est par terre, il reçoit bien l'attaque et reste bien au sol.
  4. Like
    roix got a reaction from grammarsalad in double stairs   
    allow players to make functional double staircases, such as natural stairs.
     
    Do not be limited to the simple version
     
    *** original ***
     
    permettre au joueurs de faire des escalier double fonctionnel, comme les escalier naturel.

    Ne pas être limité à la version simple
  5. Like
    roix reacted to Karthas077 in Firearm Reloading XP with Hardcore Reloading   
    Enabling Normal/Hardcore reloading causes XP gain for reloading pistols to occur when inserting the magazine. Additionally, the magazine can be ejected/inserted repeatedly for continued XP gain without using any ammo.

    Despite this, XP gain appears to only be 0.33 per eject/insert cycle which is laughable.

    If the pistol were to be used realistically (let's assume you average half a clip before reloading) you would have fired 1710 rounds before finishing THE FIRST LEVEL. (And this is with Fast Learner)

    This is especially problematic as the "Reload" keybinding only ejects/inserts the magazine, making it extremely cumbersome to try to maximize XP gain without making use of what is clearly an exploit. Additionally, the fact that Hardcore in particular drastically increases the reload time for a pistol just makes the reloading skill that much more important when compared to the easier difficulties. An Easy difficulty player can trivially reload after each shot, allowing them to gain reloading XP when it is not really needed, while a Hardcore difficulty player can not.

    Using a shotgun should not be 7-15 times more efficient for training reloading, and players using pistols with Reload Difficulty set to Hardcore should not feel like they have to engage in meta behavior in order to raise their reloading skill.
  6. Like
    roix got a reaction from Pandorea in ( résolut ) Character wet above water even covered by a roof.   
    I understand, so there is confusion with the current system, which allows for planting and dry zone for the container but not valid for the player. I will update my guide, I think it should be interesting.
     
    thank you, so I'll do some testing.
     
    ---original ---
     

    Je comprend, il y a donc une confusion avec le système actuel, qui permet de faire des plantation et des zone au sec pour les récipient mais pas valable pour le joueur. Je vais donc mettre à jour mon guide, je pense que cela devrais intéresser .
     

    merci , je vais donc faire quelque essai.
  7. Like
    roix reacted to Pandorea in ( résolut ) Character wet above water even covered by a roof.   
    Apologies, you've mentioned this in the original post (damn you, Monday morning!  )
     
    So the reason why your char is not protected from the rain under just roof is... because it's just roof. You need to add walls / windows / doors and wooden pillars in corners to protect from the weather. Note: every tile of your built floor should have (at least) one wall, a window, or a door and there must be that wooden pillar in the corner, too.
     
    Hope this helps.
  8. Like
    roix reacted to CaptKaspar in Zombie Loot Items   
    A simple idea: Expand the spectrum of items that can be found on zombies.
     
    Right now we can find:
    Clothes Bats Axes Pens/Pencils Pills Magazine/newspapers/notebooks Ammo Pistols At least that's all I usually see.
     
    Why not add:
    Food Water bottles Tools (saws, hammers, screwdrivers, trowels, etc) All Weapons (since the people they were before we're likely to be using them as well) All misc items (duct tape, wood glue, nails, fishing lures, etc) Bags If we have a use for them, the people who became zombies before us probably had a desire/use for them as well.
     
    I think it would be extra awesome if we could see certain items that a zombie is hanging on to. Now I don't exactly like the lore of zombies carrying items in their hands, but currently in game we can find axes and bats on zombies. Since they don't have a bag, we have to assume they are carrying the axe or bat in their hands and we should therefore be able to see it. The clothes that are lootable from zombies are the same color/type clothes that they are wearing, so I don't think it would be too far out there to also have a zombie that is visually carrying an axe/bat to always drop an axe/bat.
  9. Like
    roix reacted to EasyPickins in IWBUMS 34.20   
    IWBUMS 34.20  (Getting Closer To Public Release Edition)
     
    Hide the 'New Character' button after death when DropOffWhiteListAfterDeath=true (for perma-death servers). Fixed PVP cooldown taking 1/2 as long at 60 FPS compared to 30 FPS. Don't show ZzzZZZzzzz text in the chat window. Fixed 'Wake Up XYZ' not working on splitscreen players in multiplayer. Fixed radio/tv broadcasts in multiplayer only displaying the first line followed by static. (Issue #160) Stop radio/tv <bzzt> text being logged in the chat window. Fixed controller A button not adding/removing traits in character creation. Fixed not being able to dig with a shovel/trowel with hand injuries. Prevent thumping zombies getting pushed away by other zombies. (Issue #1459) With Mortality=Never, don't become infected, only fake-infected, otherwise the fever lasts forever. (Issue #157) Fixed tool-name translations of shovel/trowel in the furniture-moving info window. Added "Pour into" submenu so you can choose what to transfer water into. Doubled endurance regen while sleeping to match the Rest action. Hide ??? tiles when not in debug mode. Added many tooltips for various server options. Added a console message about possible server hangs before doing UPnP. Removed 'Slice Bread' recipe that uses uncooked Bread Dough. (Issue #161) Changed Six Months Later loot rarity to Rare instead of Normal. Fixed zombies not hurting sleeping players. Increased the damage zombies do when thumping when the clock is running fast. Made rain more transparent when the screen shader is used. Fixed 'Climb through' controller prompt not appearing for window frames without windows. Fixed holes in floors being valid places to stand for some actions. (Issue #163) Fixed moved woodstoves displaying fuel/fire sprites. (Issue #165) Fixed some tile-property bugs (sink position in the Sunstar Motel bathrooms). Fixed missing wall-vines in the Last Stand map (they used an old tileset).
  10. Like
    roix got a reaction from Leith McLean in IWBUMS Nutrition Feedback - Official Thread   
    Bonjour;

    Je pense que la nutrition prend une place trop conséquente dans la gestion de la journée.
     
    Je ne peux pas me baser sur la mécanique de la faim et les effets secondaires de la nutrition sont invisibles, pas de statut qui me prévient du bonus-malus.
     
    J'ai quand même la désagréable impression de jouer à la ferme.
     
    Bonne chance
     
    ------------------------------------------------------
        Hello;

    I think nutrition takes a too important place in the management of the day.

    I can not base myself on the mechanics of hunger and side effects of nutrition are invisible, not status that prevents me from the bonus-malus.

    I still have the unpleasant impression of playing on the farm.
     
    Good luck
     
     
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