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trombonaught

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Everything posted by trombonaught

  1. Erm... in comparison to furniture, as the post says 😆 Where did you find the 2x multiplier? I guess "bug" is the wrong word and I'm more curious just to hear if it's intended or an oversight. Sitting on a dirt floor is currently more restful than sitting on a couch which to me just suggests unintended. (But I got comments like yours back from facebook and discord as well so like, maybe I'm the only person who just doesn't find dirt better than chairs irl 😅)
  2. Hi gang. I just did some research for a youtube vid and I found that sitting on the ground is the most efficient stamina recovery method (apart from the hack of sitting on ground AND taking the rest action while doing so). I clocked it at about 0.54 stamina per minute (regardless of time setting), compared to 0.32/minute for chairs and beds or 0.108/minute standing around. Is this a bug or is it working as intended? I'll link to the video timing where I explain it, but basically the info is as above. Version 41.69, only mod is for damage display, and I performed on sleep enabled as well as sleep disabled server with insane population. All other server settings were default.
  3. That's interesting, I didn't have any mods on the server. Will give it a try tonight to see if it helps me too
  4. Happened to me too after I spawned some items into my inventory (all Base. items). Only happened once though, and been smooth sailing since I booted it up again. Had never seen that error before though.
  5. I think if you reframe this for yourself from an action game (get in, get close and smash) to a survival game (get out, do not engage and smash only when necessary) the mechanics as-is check out. It lines up better with the threat level shown in early zombie movies and games, before the entire genre was overwhelmed with power trips. The power trip-breaking moments of pz are why I'm here! Ps but yeah the loot distribution (especially guns, kitchen utensils, jars and rope) could be reworked for improved realism.
  6. Hi all, is this an intended behaviour? After renaming a server, players can no longer access their old characters. Host still has option to "delete player" and "delete world" etc. Anyone know how I can get those characters back? I thought of changing the name back but an experience I read elsewhere suggests that might make things worse.
  7. Was that on SP or MP? A few people I played with had a similar problem on MP only, but we think it may have been their internet provider at the time (testing out our theory tomorrow).
  8. Update: had this occur for a second player as well. Both are located 1600km away from server (Canada), and noticed high ping. Both players also now experiencing the familiar black wall of an unloaded chunk from time to time. Guess it's just a ping issue.
  9. Hi all, here's from a client player on a "host" server in the latest build: "The car was stuck on a corner not where you guys even were. And the zombie slowly broke the window and killed me. And I couldn't get out of the car because it said it was moving." From host and other clients' perspectives, he was sitting in the car with us at a location down the road until he died and his corpse appeared just outside the car (a long ways away from the position he was seeing). Anyone else seeing this kind of thing? Playing current stable branch, half dozen UI mods. Server log here and will update with his client log if/when he sends it to me. 03-01-22_19-02-42_DebugLog-server.txt
  10. Hey @I_ALT_I did you get one of these options to work for you? I've tried both of the two dpi settings that come up but neither is making a difference.
  11. This probably won't be helpful but I have to ask... are they claiming safehouses via the right click context menu? My players seem to respawn at their claimed safehouses regardless of whether the box is checked off or not.
  12. Also seen that. However, after disabling the server option "All Clothing Unlocked" we haven't seen any respawn problems. It might still be disabling the box (no one's notcied yet), but functionally it seems to be behaving as expected.
  13. I noticed that my error log had a long list of duped items, so that definitely seems related. I tested it out in a few cases and you're absolutely right! It also seems fine to toggle this setting after server creation (that is, if you had this enabled when the server was made, you can disable it to fix safehouse spawns and things will still run alright). Thanks @Evul!!!
  14. Yeah I've got a new game going hosting new players who are dying a LOT, and we've found that more often than not they respawn at the designated spawn coordinates rather than their safehouse. This has happened about 5/8 times (in three instances, players were able to respawn at their safehouse. These same players also suffered the same bug as the rest on other occasions). It's just as you said- error message pops up, create character menu never appears after clicking the button. Haven't died as a host yet, but jeeeez yep that would be annoying. Logs attached. I can reproduce the bug, but I can't actually reproduce a working case. Edit: Before anyone asks, this is on vanilla stable build. Edit2: Tested this on the previous 2 beta builds as well, exact same outcome. Edit3: Tried this with a variety of respawn settings on the stable build, same outcome every time. Note: Not sure how they did it, but I did personally witness a successful safehouse respawn and no appearance of the new character error for one player on their first death. On subsequent deaths, same bugged outcome as above. 30-12-21_00-50-58_DebugLog.txt 30-12-21_01-19-13_DebugLog-server.txt
  15. Hi all, I'm putting together a simple mod that works on solo but not when hosting a server. I've looked through the code of similar mods, and compared file structure, but nothing's jumped out at me yet. The only thing I have to go on right now is this from the log: EXITDEBUG: IngameState.exit 11 Anyone able to share its meaning or let me know where I could find that information? Thanks for reading.
  16. Y'all what IS this community. Any other game makes even a positive announcement, and negative nellies will pile on about things that don't even have anything to do with the post. Here the devs literally say "we're going to move the timeline back 6 months" and there's nothing but support?!! Kudos to the mods and whoever makes this dark magic happen.
  17. Thorough. Clear. Reasonable. Please hold master classes in this kind of communication for all other developers!!! Get some publishers and board members in your classes too 👌 VERY excited for that Noiseworks drop.
  18. Might help to reframe it the way the Romero setting would posit it: RNG doesn't deliver an instant restart. Rather, it SAVES you from instant restart more often than not. If you got wounded by a zed then you've already failed your counterplay. The bite isn't the the cause of your failure; rather the failure to scope out the area in advance, to maximize your run speed, to get going while the going was good, etc is what brings you down. It's not a combat game really so if things come to blows, you've kinda already lost. But every now and then, an attack on you ISN'T a bite, and that's when you praise RNGeezus.
  19. trombonaught

    BraveAlan

    Awesome! Love this tiered release idea. 32 should be more than enough to satisfy most player scenarios anyways!
  20. trombonaught

    Ohio Orio

    *gratuitous salivation noises for all of the above*
  21. trombonaught

    EmergenZy Stop

    Freaking awesome. This game is/will be sososo unique on full launch. Thought about the rain though: if the height of the storm is to be as intense as the sound suggests, I (or anyone familiar with continental summer storms) would recommend significantly further increasing visibility obstruction at those times. Rain that sounds that loud in an outdoor, natural environment (as opposed to hammering on resonant rooftops) can obscure your vision of what's across the street from you, coming down in literal curtains of water. What we're seeing now reminds me of the light coastal showers we get on the west coast in Canada, whose aural "signature" never reach the heights heard in that audio. Still freaking amazing as-is of course.
  22. trombonaught

    Rusty Rifle

    Ugh so tantalizing 🤤 Any chance of a two-stage MP release I wonder, maybe with a hard cap of 10-20ish players for the first stage of the release? 🤔
  23. trombonaught

    Noise Works

    Whoa. Sounds, rounding out the 3D models, that crazy iterpolation optimization- that plus animations and cars add up to this being and going to be a radically different game from when I started playing, in all ways but core gameplay! Nice preservation of the game's spirit through these massive and relentless cosmetic overhauls.
  24. This is one part of the game that I hope gets a little more love/attention in the future. Right now if you get bit, and you start to get sick, you can just end the game right there. With NPCs, this might get a little spicier in that you'll have to monitor your companions to see if anyone is hiding a bite from you. This would help to give dying more significance to actual gameplay. Not sure how to make the player's side of infection more interesting though. I like the idea of the old Romero zombies, where a bite just means you light a smoke and wait for the inevitable. But I also think this needs to be more interesting in terms of gameplay... like maybe if, after zombifying, you get a whole new phase to the game where you must now hunt and kill the living (albeit with highly reduced senses)!
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