Jump to content

Atsumori

Member
  • Posts

    28
  • Joined

  • Last visited

Posts posted by Atsumori

  1. So, not really 100% running but you can exploit the initial acceleration boost from holding shift and only using clicking "move to" with the mouse to move way faster while limping.
    Or you can wait for the limping animation to stop and start moving again while holding shift, alternating between the start and end of the initial boost animation.

    Probably just another animation overlap thing, like the using of the "sprinting-to-sudden-stop" animation while sprinting to never trip while running into zombies. 

  2. Hi! Before anything, I just wanna say that all sounds remaster in PZ was wonderfully done so far. One thing that still gets me it's the "new" zombie sounds.

     

    They're great quality and everything but they sound so much like "modern" wild zombies, from movies. Not a problem but it really escapes that Romero idea (maybe make lunging/sprinter zombies sound like the present SFX group, which is more feral and make slower/calmer shamblers more like moaners?).

     

    I used to feel that zombies (even back then when they were green and blue aliens) sounded more menacing, curious, hungry. Now, most times just feels like they wanna kill you cuz they are really bothered about your boring conversation topics lol.

     

    Please take it as a professional suggestion. It is not something that changes the game experience. Just the mood zombies gives that starts to settle after some time in-game. Peace and Love
    Paw Low

  3. HALP!!11eleven!!11

    So, i've been trying to make a specific function set the body/core temperature back to normal but whatever variation i try the game doesn't applies, works great for bodydamage/stats but not for temperature, any ideas? Appreciate. (clyde)

     

    Quote
    function ISreleaseheat:perform()
    if self.item then
    self.character:getStats():setEndurance(1)
    self.character:getBodyDamage():setWetness(0)
    self.character:getStats():setThirst(self.character:getStats():getThirst() + 0.8)
    self.character:getBodyDamage():setTemperature(self.character:getStats():getTemperature() - 20)
     
    end
    ISBaseTimedAction.perform(self);
    end


     

  4. Hey guys, Paw Low here. So, i don't know if this has been reported before but i was only able to notice yesterday. Within the 41 branch.

    If you keep sprinting and keep slowly tapping the aim control (ctrl) in the direction you're going at the same time, you can go through any horde size untouched, you can pass zombie walls with no problems and you'll never trip. Zombies hate him, become u n s t o p p a b l e.

     

    Anyways, jokes aside. I think it's linked to some sort of animation cancel/trigger. Only found out after trying some sprinting+melee combos that looks nice but totally inefficient lol. 

  5. So, i've been trying to implement waist bags in my mod for a while and there is this one glitch that people reported to me that i can't replicate.
    I wish i had screenshots to show but basically whats happening is that only the waist bags models meshes and textures are warping wildly and it's not even a large file/model.
    I have tried remapping UVs, normals and everything but no avail.

    Works perfectly in any configuration or situation (with other mods, standalone etc) on my MAC (i don't know if that could the issue, mac rendering or something, out of my knowledge).
    Any ideas?

  6. Just one thought... Will we be seeing the map as it is (only flat) or will there be elevated areas? (like when going up a hill or down a road). I don't know if isometric would allow changes without glitches or making the game heavier to run :c
    But would be cool to see those differentiations in land :/
    As i know (basic isometric technic drawing) for example, that if we elevate an area by a square, it would have to fit the other side by this square (same height) to achiev this kind of idea.

×
×
  • Create New...