Chris0135
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Posts posted by Chris0135
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When trying to use the new admin functions, I cannot figure out how to lock a door that was spawned in via the new brush tool.
I setForceLock(true), and the right click the door and click lock. Everything seems to work, but all characters can still freely open and close from both sides without key.
Built in door locks work perfectly fine, all the buttons work as expected (can make separate keys, set building id ect..)
All looks good on this second door, but characters can freely open door even though they should not be able to (works on both sides)
I have confirmed this with no mods active on my server, it also does not work for player built doors.
Cheers!
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45 minute days would be awesome!! (Or maybe be able to add a manual input.)
There are 13-23 hour day lengths that i feel like not many people use.
But 45 minutes would be awesome.
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Playing with my friends and 30 minutes seems too short and 1 hour days seem too long.
45 minute days are currently not an option, might be worth to add a slider for exact timings.
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Any chance we can get 45 minute days option, i feel like 30 mins means i have to rush during daylight, but an hour a day is a bit slow paced. I was wondering if we could get something in between?
Another suggestion i have is could we make it so in multiplayer everyone can sleep regardless of their tired moodle. It gets tedious if your squad all has different tirednesses, or one accidentally moves during the night.
Thanks!
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1 hour ago, DramaSetter said:
V near vehicle
Thanks
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how do you refill a car with gas, i got a can full of gas, where in the ui can i refill the car?
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If you have easy mode disabled, where are you supposed to find keys to unlock a car? How am i supposed to get into the locked cars?
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Night brightness is a little glitchy with co-op, might be because the light factor thing in the settings (nightLengthModifier). It is dark sometimes, but when i save server settings (in admin panel) it gets bright for a few mins, then comes back to darkness.
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Anyone get the Pitch Black nights to work in the easy co-op mode, i think it might be a bug caused by the nightlengthmodifier variable. It seems to make pitch black lighter than it should be.
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Pitch black night is not working when i do host btw.
It might have to do with the NightLengthModifier thing affecting it.
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1 hour ago, Svarog said:
Turned off easy vehicles and decided to just play like I normally would, I've been playing for an hour now and other than the very distracting outside lights and inside lamps being broken and shining despite power being off for days the game runs great.
1 hour in, FPS is stable, no stuttering, freezing or crashing, haven't even really encountered any really big vehicle related bugs.
One annoying thing, with easy vehicles being off, a lot of cars can be entered by passenger door, after switching seats, the driver door cannot be unlocked from the inside which should be very possible... (Or I'm just missing something...)
Edit: Issues.
After quitting the game and reloading the save the performance goes down significantly (Lots of stuttering) and stuff get's reaaally glitchy (I can see what's inside buildings even if I have no LOS into them via window or something).
Also, I think Item Distribution got bugged, shelves in gas stations spawn books and magazines and there is nothing typical of Cabinets (No Food, just candles and tissues) in Trailer Park between Muldraugh and West Point.
Opening the crafting UI in Vehicle Build results in the game flooding the console with an error.1495570928694 -------------------------------------------------------------
1495570928695 attempted index: item of non-table: null
1495570928696 function: render -- file: ISCraftingUI.lua line # 455What was the command for disabling easy vehicles, and where do i put it, i cant seem to get it to work.
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On 2/22/2017 at 6:26 PM, grammarsalad said:
It would be nice if you could do something to increase your odds of survival and if skill level increases or decreases those odds. Something like:
- Leave the wound untreated for some period: 100% infection.
- Bind the wound within a few minutes: 90% infection.
- Disinfect the wound only: 80% infection.
- Clean the wound only: 90% infection.
- Clean and disinfect: 70%
- Clean and bind: 85% infection
- Disinfect and bind: 65% infection
- Clean, disinfect and bind: 60%
0 to 1 ranks in first aid skill: +10% infection
2 ranks: +5% infection
3 to 4 ranks: +0% infection
5 to 6 ranks: -5% infection
7 to 8 ranks: -10% infection
9 to 10 ranks: -15% infection
Edit: It would be a good reason to keep a doctor around
Yeah they really do need a reason to to have medics. This would be good.
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How do i get the models to work, I just dowloaded it and im not getting models =( Do I have to do anything else other than download it?
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I get disconnected everytime i try to join after i make my character.
- Verified Game cache
- Turned off all Mods
- Am running IWBUMS 35.22b
Log:
1480628389115 FBO: creating 16x16
1480628389117 FBO: creating 8192x4096
1480628389120 SafeMode is off
1480628389134 Loading 3D models
1480628390080 fmod: Java_fmod_javafmodJNI_FMOD_1Sound_1GetData:3893 JNI_FMOD_Sound_GetData correct buffer
1480628390483 shared-descriptor: registered id=1000
1480628390483 shared-descriptor: registered id=1001
1480628390483 shared-descriptor: registered id=1003
1480628390483 shared-descriptor: registered id=1004
1480628390483 shared-descriptor: registered id=1006
1480628390540 using spawn region Rosewood, KY
1480628390540 6 possible spawn points
1480628390699 znet: Java_zombie_core_raknet_RakNetPeerInterface_disconnect
1480628390736 znet: Connection closed: reason=1 port=1
1480628390738 RakNetPeerInterface.connectionStateChangedCallback state=Disconnected message= thread=Thread[UdpEngine,5,main]
1480628390738 [VOICE MANAGER] VoiceConnectClose uuid=99433372767
1480628390738 znet: Java_zombie_core_raknet_RakVoice_CloseVoiceChannel
1480628393999 znet: ZNetFriends::OnPersonaStateChange
1480628395949 znet: ZNetFriends::OnPersonaStateChange
1480628421699 waiting for UdpEngine thread termination
1480628421710 znet: Java_zombie_core_raknet_RakNetPeerInterface_Shutdown
1480628421757 znet: Java_zombie_core_znet_SteamUtils_n_1Shutdown
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Hey this is just a random request, but is there anyway we can get a 45 minute day or something, i just think 30 is so little, but an hour is a bit much per day.
Just a thought
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2 hours ago, Ocelot said:
Someway of highlighting which books we already have in our safehouse. I have no idea how this could be done (perhaps you could use a function similar to the yellow star when you favourite items, and this would show up on all of the same books in any location on the map), but I usually have to take a picture on my phone to remember which books I have and scan through it so I don't waste inventory space carrying back ones I already have.
If you read 1 page per book in your house, when you find the book again, i believe it will say you read 1/200 pages (or however long it is).
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56 minutes ago, Blasted_Taco said:
maybe the way to fix this is not tweaking the cal and weight system, but instead, give this information to the player, give him an idea of how the system works, maybe add some tips of how to eat?
Yeah i think this is fair
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If i change the stats decrease to very high, will that only affect the moodles and not nutrition? Because that might be an easy fix for now.
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1 hour ago, CaptKaspar said:
While this idea isn't realistic, it would make things simpler!
Unfortunately, the sensation of hunger has little to do with calories. IRL you can drink water with 0 calories and decrease your sensation of hunger.
Whats more important? Satiating your hunger or ensuring your characters get the required calories? Ideally, hunger would be an indication that you need calories. After all biologically that's the purpose of the sensation of hunger right?
But, in reality we know there are high calorie foods that don't make you feel full, and foods that make you feel full that aren't full of calories.
Maybe moodles that tell us cravings when we're deficient in one area of nutrition or another? 'Man, I could really go for something sweet' , 'What I would do for a good steak?' or 'I'm really craving some carbs, who's got some bread or pasta?'
Perhaps realism should take a backseat to gameplay on this one? Then again I'm pretty sure you can just turn off the nutritional aspect of the game in server settings or sandbox
And one more idea had had about this was that in your case the hunger moodle is your "sensation" of hunger, in that case shouldent your nutrition value give you extra strength and faster healing while the "sensation" gives you happiness and less boredom or something? I dont think it really makes sense for when you "think" you are full that you should have more strength and more importantly, more healing.
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12 minutes ago, Kuren said:
I personally like that hunger and calories are different "bars" because it not only reflects reality but it adds to the gameplay in my opinion. I do however think that it needs to be tweaked now that the nutrition system is in, as it was built before it and based of of very short days (30 minutes at the time, I believe). The nutrition system wants you to eat like you would over a full day in real life but you wont get hungry as many times as you would in real life with the current hunger balancing, that to me is the issue. While you can overcome this by simply eating more often than your character tells you they need to but it's confusing for new players that don't understand this, making them lose weight while they think they're doing fine.
Okay yeah this makes sense. I guess whats wrong is not the calories, but the hunger moodle is misleading.
Build 41.72 Spawned door locks cannot be set
in Bug Reports
Posted
Did this ever get fixed. I am playing in 41.77 stable and am getting the same issue.