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Faalagorn

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Everything posted by Faalagorn

  1. It still happens in every odd launch here and there as of 41.47, believed it's most likely due to using a tiling window manager which tiles the screen to half of my screen (1920x1080 tiled vertically) and when I force the full screen, though it might be a red herring. Do you need it to be troubleshooted further?
  2. I actually suggested that before and judging by Pandorea's reaction, it's already being addressed https://theindiestone.com/forums/index.php?/topic/29319-canned-tuna-should-not-require-can-opener/ I suggested corkscrew in small suggestion thread before, too, but it probably could use a reminder! https://theindiestone.com/forums/index.php?/topic/20738-build-38-and-beyond-small-but-important-suggestions-thread/page/32/&tab=comments#comment-291442
  3. I think popsicles are from the mod though.
  4. Well, it surely is, as the water doesn't touch any excrements, though I agree with varying water quality and contamination (also spillage, evaporation, especially when boiling, and filtration other than boiling (bleach) and purification tables as you suggested). Also manually filling stuff like bathtubs and sinks which was suggested on several occasions
  5. Assuming no new item is to be implemented, a Pop Can would be more fitting for a beer can rather than a tin can.
  6. Bath Towel weights 0.3 units. Wet Bath Towel weights 0.5 units (0.2 more than the dry one). Dish Towel weights 0.3 units. Wet Dish Towel weights 0.3 units (the same as dry one). I think the Wet Dish Towel weight should be adjusted to 0.5 units and should be simple enough, unless you want to further differentiate these two items and e.g. make a dish towel weighting less than bath towel (e.g. 0.2/0.4). P.S. Since towels are drainable items, they don't dry at all until they are completely wet, unlike clothing; maybe they should instead be remade to clothing items to simplify things? I wouldn't mind if the towels, especially the Bath Towel was a clothing you could wear, especially one as that'd make zombies stranded toilets wear them :). They would be really good for sheet ropes and ripped sheets too.
  7. This might come more relevant by the time electricity will get revamped, since they are largely related to then-introduced system of TV and radio that will need polish down the line, but I'll post them here publicly anyway instead of keeping them iny my own list of things to note in PZ (there's more, but I'll start with the "simple" ones; they should give more variety to different TV sets we have) 1206. Turning volume off the TVs should still show captions (and give skill points) when you are facing it, unless it's Antique Television (closed captioning chip was only included in TVs after 1990s, so antique televisions should not be have closed captions to be read) 1207. Not sure if implemented or not for hearing range, but bad hearing should lower the range you can hear TVs. Deaf players should only see text when facing the TV. 1208. Antique TVs should not show captions for deaf players for the reason above 1209. Better TVs should give better skill gains (sharper/bigger/more colorful screen, so you get to know more; or rather antique/valuetech gains could be lowered since they are already big enough)
  8. When playing on split screen, when keyboard + mouse player is having an item under mouse cursor and controller player clicks the left bumper when in inventory (to change containers), item is taken away from the cursor as if the keyboard + mouse player depressed the left mouse button. Also, when radial menu is open for controller player (tested with the car controller), each time keyboard + mouse player clicks the left mouse button, the menu blinks. There might be other minor issues where keyboard and mouse inputs are being confused and driving a vehicle is troubled with controller, see https://theindiestone.com/forums/index.php?/topic/31859-playing-with-controller-always-accelerate-the-vehicles-linux/ I'm using Steam Controller, but it presents itself as Xbox 360 controller. I'm playing Steam version with Steam running either the regular one or big picture mode. I can try different controllers or mappings if needed, but I think it's not related. I'm using the latest Arch Linux with Steam beta and native runtime, I could try different combinations if needed, but I think it's not related as well.
  9. I've found out the issue we had when playing split screen – it seems that when you have inventory open and press the left bumper (the button that switches containers in your inventory), it puts away the item currently on mouse, as if you'd press left mouse button. Also, when I had the radial menu open on controller, each time my wife clicked the left mouse button, the wheel disappeared for a split moment. EDIT: bug report here: https://theindiestone.com/forums/index.php?/topic/31863-playing-with-controller-sometimes-interrupts-mouse-actions-and-vice-versa-linux/
  10. First of all thank you for fixing general controller issues under Linux! Now I can play with controller mostly fine, though I'm not sure if when playing split screen, some controller inputs are overriding 1st player keyboard and mouse inputs, though I need to test it deeply and then I'll file a separate bug report for it probably. I'm not sure if it's a Linux-exclusive bug, but I wasn't able to find others experiencing the issue so I assume it might be (maybe Mac as well). As I said, moving with regular inputs work fine for movement on foot. However, as soon as I enter a vehicle my character starts it and accelerates as if I'd hold "W" button. I also can't get out of the car or use cruise control, even if button presses are detected; no way to open menus too (switch seat, turn radio, headlights etc.) I can break or reverse though. EDIT: Both the D-Pad and left analog work for controlling vehicle, so I guess that's the issue why I can't bring menu up and for some reason the accelerate button is always on. EDIT2: Correction, now I can use up, down and select from the controller as well as select and even exist from the vehicle, but the vehicle is still accelerating.
  11. Judging from the previous thread it seems to be an issue with Mac not updating OpenGL – for your case, using zink (OpenGL to Vulkan) and thenMoltenVK (Vulkan to Metal) could be an answer
  12. Encumbrance alone doesn't kill you. You might had untreated would out of walking without shoes, falling down or scratching from going through forest you didn't see or had untreated infection (zombie or not) or poison damage. Have you turned into zombie? You can create a new character in the world and go to the spot you died to see it.
  13. I have been suggesting some food imporvements here and there and we had some progress on that field (we now have beer bottles and cans that leave items behind and bottles can be filled with water as well as matching animations for a lot of food, including eating with a spoon, but food should get some major overhaul someday. Maybe build 42 with trapping could give us more meat variety and options similar to bacon which we can cut into slices or chop into bits, but other issues still stays, including more packaged food and options to slice them further and then craft something out of it, preferrably using something better than the mix of evolved recipes and crafting we have here, though evolved recipes and later nutrition was a good start in previous builds, just never used fully outside the mods
  14. The railings already have the appropriate tiles, and about the roundabout, they aren't that popular if at all at where the game takes place, so it's of lower importance I guess. The roads I believe were suggested before, not sure if there was some official replies on the matter.
  15. 1205. Show minutes on clock (especially important with real-time).
  16. … or to put it in car, but I agree; it would be nice if they consumed battery only when out of power, or with an option to switch the power source manually, to be honest.
  17. Is that an old save? I think a fresh world is required for it to show properly.
  18. 1203. It shouldn't be possible to sleep comfortably on half tile of bed and unless a bed is double bed, only one person should be able to sleep there. 1204. Destroying furniture should behave similar to picking up and disassembling and not only remove one tile.
  19. Luckily I don't suffer any color blindness, but this might come handy as well! https://www.pcgamingwiki.com/wiki/Glossary:Color_blind_mode Would be nice for PZ to have those options added to PCGW when it gets them!
  20. Upon seeing first videos I had a feeling you;d trip more often than it currently is, and while I would be annoyed to have my character tripping all the time, it make sense especially tied with erosion. Currently, sans a little troubled car movement erosion is mostly esthetical and late game is often simpler anyway (less and slower zombies + already established base), so it'd be a nice change!
  21. Sugar and Coffee were changed to another item type (Drainable instead of Food type), which caused them to disappear and will only spawn in unvisited areas. That change will be reverted in next patch so you can use _backup save then, but if you loaded and played the game in the meantime, you will need to explore other areas for it to spawn, preferrably after next patch to avoid the same issue happening again
  22. Your links are broken, but isn't it this bug report? https://theindiestone.com/forums/index.php?/topic/31315-a-shadow-of-building-in-maldraugh/ EDIT: Yes, the links are fixed and these are the two Muld buildings
  23. It seems to be a building from here: https://theindiestone.com/forums/index.php?/topic/31265-what-the-fuck-is-this/
  24. I guess they will, but we'll see in future, though nor me nor @Burger_Timeare not developers so we can't answer officially sadly.
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