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arkahys

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  1. Yes , when starting the game traits seems very complex, but when you play hundreds hours you realize that can't allow to (fine) tune player and don't really change gameplay : When you find a good build, there is no really interest to change or test others, and after the character is set, you have just to XP all your stats.. Actually all is done to : enhance Axe or pistol with run or sneak/nimble and build, mecha or engineer. skills who each increase / decrease 2 or more gamestats can give a very good way to tweak at infinite ....
  2. That's make me think to an annoying situation(s) for me where can't retreive my past logs there was few weeks ago, I ask for add few tiny lines script to have an history log (as all logs under linux) :
  3. When you press "A", you want to turn left, that's right ? when you post for that first time, I reflect a long time to how people can play with A for right and D for left. As I know some people play with inverted mouse axes, but to drive a car, unless driving mainly backward, I don't understand.
  4. I know the perspective problem of actual stairs to be 4 put directions. That's evident when you see (or rightly not see !) the back side of an inclinated roof : 45° ( or higher) is just the sight of player, then you don't see it, because flat roof above it. Recently TIS talk about Louisville outskirts, Make me think to Road ring (elevated road) on cities outskirts. Then I go back on an old idea when cars was just at start : a way to allow car to go on other floor, allowing multistage parkings, real bridges, road rings. I think to a "stairs very less inclinated", a stair for car on 8 tiles. actually stairs elevation is on 3 tiles. And then , BING ! perspective problem of 4 directions stairs : Make other inclinaison stairs, on 4 tiles ! then the stair will be less than 45° and could be seen with actual perspective. As there is abrupt stairs (could be actually version, only two sided) and soft stairs. If the animation of players on "bad angle stairs" are ugly, could be an other effect who can help with perspective render : each step of kind stairs hide players according to his height. this could give an hide feet effect on steps. Last point is a suggestion, Ability to climb 1 height crate but stay on it (players and zombies !). Related because can become stairs or plateform to see above a wall, seems a balanced cheap (skill) stairs : 6 crates are need (18 planks), really slow to up (3 time climb for a level) remove cheaty one crate zombie wall. Aside all of this, coming back on road rings : Could allow to make a real bridge as it is on the highway at the exit of muldraugh. Make too a real bridge on the river near West Point. it is a commun place for all zombie/devasted stories in films and games. Shoot zombie from a bridge or an elevated road, see an horde fall down from such place to surround me are situation i would play in PZ.
  5. type this in terminal : LD_LIBRARY_PATH=/usr/local/lib64/:$LD_LIBRARY_PATH export LD_LIBRARY_PATH then try again.
  6. stake ( barbed wire ) have no collision box with car (nor players, but less weird). Seems that in some case colison box appear, then car flight. All bulding action an placing objects shouldn't be allowed on tiles where is a car.. Aside Vehicles : thank's to the longer time to enter PvP ! But while the loading bar during this time, could be good if the skull appear with other color, better : instead of a this loading bar, a loading color on the skull (with skull fill in red, then when PvP, becoming white). So the same state icone could be visible and understood by all players. The spike gate ask to the same requirement as wired gate to be built. (have to get wire in inventory, even if spike Gate don't consume it) shoot with gun across spike walls and wired wall don't do damages. Sink take in account only earlier collectors. So if i add a collector, Have to pick and pose sink to refresh new links. Have pure water is still cheaty. but actually do a good balance for the impossiblity to use sinks to directly wash clothes and bandages. I drool, but metal crates still can't be stacked by 3. (If it is a balance issue, lower a little bit the metal crate space ) Can't select text in chat windows (display part) to copy it. hard to communicate with russian by typing letters one by one because can't copy it to translate. drag and drop an item on chat window to write his name and link info ( as bot do on discord with .item xxx , but with less info)
  7. It seems that long post aren't read by some people. I'll try to do shorten posts and more often, may help to the snake biting its tail, so pages on topic, then don't read all, so repeat same things who make more pages... I get again key diseappear on MP while doing quickly "click on ignition to remove key > use [Key] to exit car" Because translation I'am not sure to understand sense, I totally agree If it is the way that hire wire is too simple. actually on Spiffo Space problem is to find batteries and gaz, not at all key (or hire wire) to manage to start cars. I think that IRL if infection occur, that should quite more inverse. the need of same skill to start a cerise wagon and a Cop car is weird. Then at least if not increase skill required (as was nerfed some version ago), then could have difference of skill requirement according to car. such as : familial=2 < commercial=3 < sports=5 < civil cars=7. then even at low skill could find a simple car to drive, and later when more skillfull, can try on a more powered or usefull car. The firsts Spiffo Space in games month, all cars was stripped, with all stuff just around cars. That's not really a good view of a zombie apocalypse. The system to XP is first unsintal and install give XP. but majority of player only unisntall. IRL, it's more difficult to install a part that unistall it, then A solution could be very good for all of this : Give (very) more XP by install than (and/or less, to balance) uninstall. Then players will by themeslve not leave all parts of car on the ground ! annoying right click... long... sub menu... to choose... part.... to ... install. The mechanic window should react as an inventory window : Drag and drop an item from inventory to the mechanic window install it Drag and drop an item from mechanic window to inventory remove it (and put it in the selected inventory) Aside vehicles (soon)
  8. There is a new topic to talk about 41.2 as beta vehicle has been merged with IWillBackupMySaves.
  9. I make a quite doublon because I start writing before thrusdoid. So i repost main of things here. A key disappear problem with actual save disconnected player on MP who really annoying me : If i drive a car, when I leave it but disconnected just after, then I lost key car. (because wasn't in my inventory at the moment of the saved used to reload (driving car), but in the map, it isn't on vehicule (leaved car) ! I Had some disconnecting by my ISP. Then I'm a little affraid to leave a car and take keys , watching my internet Box, praying to not be disconnected at this moment ! I finally post for that , because for only last week, on spiffo i lost 3 keys (6seat van, COP; and useless car) due to that, and on server it is not really easy to find keys ! Key could be "shadowly declared in driver inventory when in ignition" ?!? easy solution, who invert problem : double keys if disconnected when dirving, then add : remove key from driver inventory If key are in ignition at reconnection. Car are always more slow (for my low/med PC spec) in MP than SP except if i zoom in at 50%. (but unplayable). So actually i play with zoom in/out to manage acceleration and car speed. From some vehicule release in SP, I got bigs lags on firsts minutes on each new game. I don't know if a preload can be possible, could be annoying and distrubing for new players. Mechanic "waiting diagnostic" should be done only when don't done before. Such as a 1 minute instant acces allow or such bypass. because if I watch my back to kill one zombie, (so 10 sec...) when i turn me to reopen window have to check again ! So If 1 zombie arrive each 20sec, I can't do anything on a car. Car hurted seems to be moved too much as if all car are a 3 doors little car. worth with wrecks and no wheels (or missing wheels) cars. Car diseappering as players and zombie is really really annoying... above all in fight action around a car ! trees can grow under cars. they may should regress. Valuline 6 seats still have a weird door behavior : Until I keep a lateral door open all rear place (of two side) are accessible. facing rear wheels show rear seat. I keep my opinion that facing lateral door should display 2 seats, middle and rear (as a 2 stacked crate). to get in rear place, juste get in with a default to middle, then if occupied, get in rear seat. as trunk space as the 2 place model... still can knockback zombies under car (as they fall crossing wall) there isn't a way to force angle when close to a colision box ? may an other "will be obsolete with anims" I hear players (who i suppose to be close to me before) claping doors and hoods even if they go (very) far away. car jack and lug wrench are very difficult to find as they are mostly include with all cars ! (With spare wheel) (With lucky trait watched all garages of West westpoint, to finally find (only) one in the garageShop of center. IG, as that serve only wheel maintenance, i don't think make them common could alter gameplay. in GarageShop (I visit West Point) it seems that there is a weird balance spawn : No glasses and windshield But sooo seats No muffler But soooo gaz tank No engine parts (but this one don't really annoying me) Car doors, because front and rear one, seems appear more often than hoods (are they spawning ?) barbed wire ? No vehicle related : I try the locking system of doors : following "1 kind of keyS (un)Lock 1 kind of doorS but no more" bug. then now, in 41 : "1 kind of doors" can be locked and unlocked without any key. Gate aren't lockable anymore ( May I was able to lock it because last point ! not because have got the key, so I wasn't supposed to be allow to lock it, then false bug due to unauthorized action ?) No lockable door enlighting by working key (but no need of key, so don't know is too related to point 2 line upper) Forage : (In MP) From 2 release I didn't succeed to find anything but Materials even leveling 8, there is any major changes I miss ? that's my 4st character who I up at forage lvl 8. and I find only materials, I try differents zone, differents times, now tested at differents season, But lvl 7/8 forage still give me only materials (even reading herbalist). Somebody succeed to find other stuff ? I miss a constraint ? Farm : I can't use fongicid or insecticide on potatoes and cabbages, but work on tomatoes. (they are infected, I got spray, but I have right clic option only for tomatoes,) i lost mostly potatoes and cabbage plants.... because unable to cure them. don't try other kind of plants. If swing in the air with axe or other, then zombie heard me, but i don't make any noise or other, even a transfert is more louder. I didn't see it before : fill a blow torch with propane tank take half of tank. (for a weight of 20 ?) blow torch weight is 0.3... so i stock blow torch and propane tank is "usefull" only for barbecue. Emptying more than 1/15 of tank give tank useless for torch and far of IRL (and really rare propane by tank). Mainly good stability on MP, even on medium aggro with other players. Just try a little bit the siren aggro but not in real case because actually the "waiting diagnostic" (exposed in first line of this post) cause real interaction problem when zombie around and coming one by one by intervalle, making impossible to put or pick a simple batterie! so : I come back on the hourglass idea. distinguish inCar, Outcar, underHood parts seems for me essentially for a good gameplay.
  10. For the update On steam problem : The vehicule TEST beta has been merged with IWBMS today ! So go to proprieties of the game > beta tab > Then select IWillBackupMySaves , (actual 41.2 version)
  11. SP : From some vehicule SP release, I got bigs lags on firsts minutes on each new game. I don't know if a preload can be possible, could be annoying and distrubing for new players. If swing in the air with axe or other, then zombie heard me, but i don't make any noise or other, even a transfert is mor e louder. Mechanic "waiting diagnostic" should be done only when don't done before. Such as a 1 minute instant acces allow or such bypass. because if I watch my back to kill one zombie, (so 10 sec...) when i turn me to reopen window have to check again ! So If 1 zombie arrive each 20sec, you can't do anything on a car. Car hurted seems to be moved too much as if all car are a 3 doors little car. worth with wrecks and no wheels (or missing wheels) cars. trees can grow under cars. they should regress still can knockback zombies under car (as they fall crossing wall) there isn't a way to force angle when close to a colision box ? may an other "will be obsolete with anims" I didn't see it before : fill a blow torch with propane tank take half of tank ! (for a weight of 20 ?!?) blow torch weight is 0.3... so i stock blow torch and propane tank is "usefull" only for barbecue. Emptying more than 1/20 of tank give tank useless for torch (and really rare propane by tank). MP : Car are always more slow (for my low/med PC spec) in MP than SP except if i zoom in at 50%. (but unplayable). So actually i play with zoom to manage car speed. A key disappear problem with actual save disconnected player who really annoying me : If i drive a car, when I leave it but disconnected just after, then I lost key car. (because wasn't in my inventory at the moment of the saved used to reload (driving car), but in the map, it isn't on vehicule (leaved car) ! I Had some disconnecting by my ISP. Then I'm a little affraid to leave a car and take keys , watching my internet Box, praying to not be disconnected at this moment ! I finally post for that , because on last spiffo i lost 3 keys (6seat van, COP; and useless car) due to that, and on server it is not really easy to find keys ! Key could be "shadowly declared in driver inventory when in ignition" ?!? easy solution, who invert problem : double keys if disconnected when dirving, then add : remove key from driver inventory If key are in ignition at reconnection. I dare try open, close and remove my old buggy lockable gate (but don't try to lock it). even if I can place an other one on it, everything graphically bug fine (partially open) without crashing server. Then I can remove it. But seems some locking features are disabled ?!? : I try the locking system of doors : following "1 kind of keyS (un)Lock 1 kind of doorS but no more" bug. then now, in 41 : "1 kind of doors" can be locked and unlocked without any key. gate aren't lockable anymore ( Was able to lock it because last point ! not because have got the key, so I wasn't supposed to be allow to lock it, then false bug resolution ?) No lockable door enlighting by working key (but no need of key, so don't know is too related to point 2 line upper) Forage : From 2 release I didn't succed to find anything but Materials even leveling 8, there is any major changes I miss ? that's my 4st character who I up at forage lvl 8. and I find only materials, I try differents zone, differents times, now tested at differents season, But lvl 7/8 forage still give me only materials (even reading herbalist). Somenody succeed to find other stuff ? I miss a constraint ? I hear players (who i suppose to be close to me before) claping doors and hoods even if they go (very) far away. Mainly good stability on MP, even on medium aggro with other players. Just try a little bit the siren aggro but not in real case because actually the "waiting diagnostic" (exposed in first line of this post) cause real interaction problem when zombie around and coming one by one by intervalle, making impossible to put or pick a simple batterie! I come back on the hourglass idea, pleaze. Aside : Congratulations for the today IWSMB merge !
  12. hmmmm... I talk about suggestions to balance and add features on radio for being usefull for player. You say that it is actually useless. I talk about suggestions to balance and add features on radio for being usefull for player. You say that actually a mod exists. I'am not english, so I may not understand what you want to express. We aren't in general discussion, we are in suggestion topics, then that's the purpose to talk about things who aren't actually.... Do you mean that you aren't interested by such features ? Do you mean that for you radio is useless and you will not use this kind of features ? Do you mean that developpers should take time to other things ?
  13. The radio com and global chat are two separate things. It is not because global chat is on (and on spiffospace, as it is for vehicle test, it is understandable) that you have to use it. it is the behavior of each who make the game. Two things : Sadly, nobody use them anyway : it's the snake biting its tail, nobody use it because it is actually useless/impossible : you are very very lucky if just when you listen on a 5000 frequence there is somebody who try his radio on this frequence. Then some player use the global chat isntead of radio. Even on Spiffo Space, the global chat is on. I see global chat as a way to help players on gameplay, server paramters, etc... Personnaly I depreciate it IG, because that's kill immersion. For question on my player, almost time I answer by such sentencess : "My player don't hear anything on global chat". I think to what you say in opposit way : With an efficiency radio system (in game mechanic ) players could use (and play with) it instead of take the global chat as a messenger. I have some suggestion for global chat to be very restrictive, but actually it can't be usefull because lake of chat window, radio an other way to communicate IG : Server parameter to limit the numbers of send by minute for each player in global chat. Server Chat instead of Global chat : A window in the esc menu (as players, options, etc.. menu). so you have to find a safeplace to post or read. actually everybody know that almost players read global chat, With that Players will not use this to contact other, because they don't expect to be read. Aside I Would like to add somethings who could be usefull or/and interresting : I meet on MP (spiffo) a player who want to be the radio voice after infection, starting flooding the global chat, I say him to do that on radio. That is a really interresting thing on role playing Server ! May some easy things could allow players to do that on MP : loop sentences on a Ham radio to do broadcast : may be done by CD player as support ? (or by adding tapes, or kind recorder) connected to Ham radio as headphones are on Walkie-talkie. That's should be use too as a S.O.S message, etc... choose the color of text when transmiting (the color of the sentence on the receiver) As actually radio and TV do. VOHR : (voice over ham radio, lol ), many player on MP i meet thinks that is possible, as me there was some month ago.
  14. All new padlock are named "Key 72345343" (at least in french version. don't note the real number display) car jack and lug wrench are very difficult to find as they are mostly include with all cars ! (With spare wheel) (With lucky trait watched all garages of West westpoint, to finally find (only) one in the garageShop of center. IG, as that serve only wheel maintenance, i don't think make them common could alter gameplay. in GarageShop (I visit West Point) it seems that there is a weird balance spawn : No glasses and windshield But sooo seats No muffler But soooo gaz tank No engine parts (but this one don't really annoying me) no (or very few) hoods barbed wire ? @Batsphinx on the hood /mechanic menu subject, I think there are many people as me who want some clarification, and enlighten with what TIS plan or not for this could prevent many question/answer. As : we have to go to hood to act ( and just know damages !) of bodywork, tires, incars parts, etc.. radio is removed by hood, not incar. can't see seats, radio state when in car (so indoor parts), and inverse : we can see indoors parts in hood. have to open hood to know the bodywork damage. There is some changes planned as kind idea i talk about : ?
  15. I think (and hope ) I do already bests with sinks and closed gates . It will be very good for players understanding of all this differents beta version (and stable)
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