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Tatty

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  1. Like
    Tatty reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 33:
     
    [New]
    Trees can now be destroyed by car. Added -CreateMinidumpOnCrash and -OmitStackTraceInFastThrow arguments on server start script.  
    [Balance]
    Now always give mechanics exp, will see how it goes in term of grinding. Tuned down flies sound radius. Reduced horn sound radius. Small trees won't collide with cars.  
    [Bug Fix]
    Fixed opening trunk not always being synced in MP. Fixed being able to access the trunk from anywhere when it was open. Fixed fire near a car could cause a crash. Removed some wrong server console messages. Fixed saying no in the sleep dialog when in car still make you sleep. Fixed Exception Access Violation in PZBullet64.dll+0x380. Fixed Moving a large number of items into a trunk, including the key, produces a malformed packet 164.
  2. Like
    Tatty got a reaction from TheWraithPlayer in CB Radios in vehicles   
    Cars already have radios inside.
     
    On top of taxis and trucks, cop cars are the next obvious suggestion.
  3. Like
    Tatty got a reaction from Batsphinx in RELEASED: Vehicle Test 41   
    Has anybody mentioned the fact that tree saplings can stop entire cars flat.
     
    I can be going 60 - 80 mph and hit the smallest tree sapling - no taller than the character's knees - and the car will completely stop and that hood and windshield is all the way down to 0%.
     
    Really frustrating!
  4. Spiffo
    Tatty got a reaction from Skooma Skeeve in RELEASED: Vehicle Test 41   
    Has anybody mentioned the fact that tree saplings can stop entire cars flat.
     
    I can be going 60 - 80 mph and hit the smallest tree sapling - no taller than the character's knees - and the car will completely stop and that hood and windshield is all the way down to 0%.
     
    Really frustrating!
  5. Spiffo
    Tatty got a reaction from NorthRoad in RELEASED: Vehicle Test 41   
    Has anybody mentioned the fact that tree saplings can stop entire cars flat.
     
    I can be going 60 - 80 mph and hit the smallest tree sapling - no taller than the character's knees - and the car will completely stop and that hood and windshield is all the way down to 0%.
     
    Really frustrating!
  6. Pie
    Tatty reacted to TheZombiesPro115 in RELEASED: Vehicle Test 41   
    It was worse in earlier versions, definitely an improvement if they have to be knee-high now. Before it was like woops i crashed into a pebble.
  7. Like
    Tatty reacted to numbersixthecat in Released: Vehicle Tech Test build   
    Hi there, my two cents on this build. To test this, I played a new world for about one hour.
    1) as others have noticed, when hitting zombies the car "jumps" a bit too much. It feels odd for the largest vehicles (minivans etc). Also the chance of running over "standing" zombies should be lower, specially for low cars. I would expect most of the impacts leading to the bodies flying over the car, hitting the windshield and falling sideways or something.
    2) it would also be cool if we had the same jumps when running over dead zombies and stuff on the road, but I understand this would be hard on the game engine.
    3) some structures have no hitboxes, like lampposts, and it would be fun/bad/dangerous taking them down by hitting them at high speed with the car. Right now we clip inside many things.
    4) i feel that the impacts between the cars and the bodies are transferring too much momentum. The car slows down too much when hitting a single person, and the zombie is not thrown away at a large distance. It is like zombies weight like 30% of the car.
    5) the acceleration of the cars seems a bit low, even for standard vehicles. Even on the highway it takes a long time to reach speeds that "feel" fast. In this regard, note that normally time in PZ runs way faster than IRL, so a bit of "unrealistic quick accelerations" would not be totally unreasonable, if the gameplay can be improved. Also I can see this being an issue with PZ's engine or due to the isometric view; anyways I felt it was worth pointing out.
    6) related to 5, the shown speed doesn't feel quite right when driving. The car seems always "slower", and when you turn even at slow speed the tires squeak a lot. Once again, this might be also an issue of isometric projections, I don't know.
    7) it would be nice to have an HUD when driving that we can access with simple mouse clicks on one corner of the screen, to control the different systems of the car (lights, heating/ac, locking doors, turn on radio, honk the horn, etc).
    8) I am sure that this would be tackled later on, but with the introductions of vehicles, the "right angles" on some roads (especially the highway) is really problematic, and stands out too much. I think having at least 45° roads is a must for the final version of the map.
    I hope this feedback proves useful for you. I would also like to stress that I am really impressed by your work, I've been following this game since version 1.4d so I know what i'm talking about
  8. Like
    Tatty reacted to Blasted_Taco in Released: Vehicle Tech Test build   
    Mafia 1 had vehicles where you needed to change gears, if you were driving uphill, you were fucked if you were not in 1 or 2nd gear.
     
    Mafia 2 had a speed limiter that lets you chose the speed you wanted to go in the speed gauge, maybe PZ could have something like that?
  9. Like
    Tatty reacted to NagashUD in Released: Vehicle Tech Test build   
    Still having the issue with the walking animation loop while i can't enter in the car :/ that was fixed and now it does it again :/
  10. Like
    Tatty reacted to OffitMan in Released: Vehicle Tech Test build   
  11. Like
    Tatty reacted to Lexx2k in Released: Vehicle Tech Test build   
    It's camping time. :>
     
    http://i.cubeupload.com/VzxVS0.png
    http://i.cubeupload.com/bBYeqS.png
     
    I'd rather have made my own 3d model, but couldn't figure out yet how exactly. Also I am lazy, so it's just a simple retexture... Also texture is the same on both sides. Wanted to remove the door on one side, but dunno how the game would react if I'd just remove the code parts. Guess it would be more effective to just make the hitbox extremely small / move it somewhere else where the player can't reach it. Though this could result in weird shit if the player switches seats and then exits the vehicle.
     
  12. Like
    Tatty reacted to EnigmaGrey in Released: Vehicle Tech Test build   
    Cars are scaled to the models used in newer animations, so they'll continue looking a bit off until they're released.
     
  13. Like
    Tatty reacted to Necromatic_Corgi in Released: Vehicle Tech Test build   
    Some feedback: In my opinion the police car shouldn't be all white, It makes it look really out of place. All other vehicle textures look great though. Maybe the police car texture's should look something like this?
     

  14. Like
    Tatty reacted to Necromatic_Corgi in Released: Vehicle Tech Test build   
    I must say I'm loving these new vehicle textures, So much more fitting.
  15. Like
    Tatty reacted to Zorak in Released: Vehicle Tech Test build   
    Or set the game in 2169 and shoot zombies with LAZER GUNZZZ
     
     
  16. Like
    Tatty reacted to EnigmaGrey in Released: Vehicle Tech Test build   
    To be quite honest, Kim, I intiially felt the same way.

    But we had an earlier test build where zombies only responded to car start up from a short distance away. It made the game very easy because you could just clear the nearest block and not have to worry about more zombies approaching. So, even if it's unrealistic that a car  starting up can be heard from two or three screens away, it may be a necessary change as far as balance in the default campaigns is concerned.  This may need to be decreased to make Six Months After the Apocalypse playable, but is otherwise fine for Survival. Having a sandbox option for it is a must.
     
    These are, after all, meant to be a reward and hard-won item, not unlike guns. Though many will dismiss out of hand or with minimal experimentation, that's fine. More the reward for them when they figure out how to adapt.

    Sound shouldn't be a fixed value, though. We do need more variety:
    -Engine quality affecting how loud a car is on start up
    -Engine quality affecting the base volume of a car when running
    -Engine power affecting maximum volume at high RMP
    -Speed of the vehicle and RPM affecting sound radius
    -Fuel type (diesel vs gasoline) affecting sound radius
    -Abusive driving increasing sound level (sharp  turns, squealing tires).

    Giving players more control over the noise they produce would, of course, be fair.
     
    It may also be a good idea to set a maximum on the number of zombies that can follow one vehicle before stragglers break off, ensuring entire areas don't empty completely.
  17. Like
    Tatty reacted to Kuren in Released: Vehicle Tech Test build   
    After playing around with cars for quite a bit the past few days I've really started to get the hang of them. They really aren't as loud as I thought they were initially. Sure, they attract every zombie on the block, but they should do that. I think people just forget how many zombies are actually on a block in Project Zomboid (as I did in this case).

    I've found more than a few great ways to use cars to herd zombies though, whether it be leading them away from your safehouse entrance so you can drive in safely later or pulling them all out of an area I want to loot and looping back around to pillage the now abandoned neighborhood.

    All in all, after getting the hang of it and seeing how far it actually pulls zombies from, I personally think it's really not that bad and that it's completely manageable once you get the hang of it. Really changes the game in a lot of fun ways if you ask me
  18. Like
    Tatty got a reaction from DramaSetter in Released: Vehicle Tech Test build   
    Tested taking gasoline from cars and works perfectly.  
  19. Like
    Tatty reacted to Brex in Released: Vehicle Tech Test build   
    Yeah, i know, sorry. Basically I found two dressers stacked on top of each other in Sunstar. 
  20. Like
    Tatty reacted to steiger in Released: Vehicle Tech Test build   
    I didn't see it at first either -- when you walk up to a car trunk (or rear area for vans and trucks), a container shows up with "0/200" that you can shove stuff into, much the way you would a crate or something.
     
    I thought so at first, but I've tried playing a sandbox game the way I normally would, and I've found the car noise more believable and not insurmountable.  Can you pull right up to your stronghold and jump out unmolested?  Maybe not.  But I can drive to the edge of town, or drive around the edge of town, enough to draw Zs, jump out, walk through the woods and circle around to my now-cleared neighborhood, as they've all went chasing off after car sounds.  It makes the trunk a bit less useful, but depending on how destroy-able cars are, they might be decent long-term traveling containers.
     
    I think of that episode from season 1 of Walking Dead where the car-alarmed sports car draws Zs in from miles away, hours after he's returned and turned it off.  It's not clear to me how big a radius a car engine should draw Zs in from, but if the world is silent, a running car might be pretty noticeable.
  21. Like
    Tatty reacted to Necromatic_Corgi in How Will Vehicles Change Your Playstyle?   
    Honestly the loudness of the cars could be a sandbox option, That way zombies can still hear the player as they normally would.
  22. Like
    Tatty reacted to EnigmaGrey in Released: Vehicle Tech Test build   
    Problem solving is fun:
     
     
  23. Like
    Tatty reacted to MashPotato in Released: Vehicle Tech Test build   
    Something I can answer! Yes, the corn was taken away, as it was a source of perma-corn, and didn't fit with the rest of the changing vegetation in the game.
  24. Like
    Tatty reacted to steiger in Released: Vehicle Tech Test build   
    Load tables fixed!  Nice.  Cars make a nice way to mitigate helicopter events -- they're like constant gun shot draws.
    Think I saw it reported before, but at least some roofs won't keep out the rain.
    Crash on exit.  I grabbed the terminal while the game was crashing, but I don't think there's much in the way of useful info:

  25. Like
    Tatty got a reaction from Kuren in Released: Vehicle Tech Test build   
    I too can't get this to work.
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