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KinaUndead

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  1. Haven't seen anyone mention this earlier, and I saw that announcement about how RJ was messing with the loot in game, I was going to suggest possibly adding more liquor and little higher chance for them to the bar and liquor stores, and actual foods and goods stuff you think you might find on shelves in the stores and gas stations. Right now you only find stuff like chips, charcoal, and a couple other items when you should be able to find some canned foods and snacks and drinks and things basically it would make sense for a store shelve to be carrying. Would like to see chain link fence posts and the also to able to be disassembled down for metal pipes, and the chain fences themselves maybe metal scrap. Maybe be able to dissemble mailboxes and metal cabinets for metal plates as well would be nice! A lot of people do still use metal welding, and these would be nice additions to help use it, though it would also be nice to see a way to get some metal bars. I know that PZ has always been mostly a melee focused game, and theres mods that currently sort of do this, but maybe the addition of some new firearms to the game maybe like full auto rifles and a few SMG and new shotguns would be nice, of course along with the ammos. With the new animations coming in it would be nice to be able to have these set up, as well as how the zombies interact with the weapons.
  2. Would it be possible to reintroduce the ability to cool foods on the go using ice chests and coolers along with the cold packs? I know once upon the time it was a feature but it seems to have long lost it's ability.
  3. The new cigarette packs don't seem to work as intended, unpacking them only gives 1 cigarette instead of 20. When I change the amount it gives from anything other than 1 then the amount multiplies by 20 but for some reason it wont just multiply 1x20 for 20, it just literally gives one but anything else works.
  4. I'd actually just gotten the chance to retest it myself without any other mods except just hydrocraft alone using the latest PZ release (39.50), can confirm that hydrocraft items refuse to spawn in these locations, and I'm assuming probably similar locations that are storage related... so far everything else seems OK. Things were originally spawning there just fine before .49 so not really sure what changed that broke it.
  5. Mods are Book Collection, Book Collection Mechanic, Chip A Stone, Cremation, Electric Lights, Missing Weapon Models (Remastered), and obviously Hydrocraft. The MP world is the build just before 39.45, updated to it and nothing showed in those areas when searched. I created a new SP world too in 39.45 and same problem persisted. Now... BEFORE 39.45 I made a SP world and played on it to test it by myself to see if it was worth trying running MP to play with friends, using those very same exact mods I listed above.. I didn't have any issues what so ever, and stuff was spawning fine in those places (they are hot spots for me, I usually hit them in most my games). Not really sure what the difference is other than the fact it updated, none of the mods have been updated either. These are the areas I searched, stuff didn't show up in cardboard boxes or crates in these places for me (for some reason it did in one room in the back in the place in the first link, the one closest to the back door going north with the shelf in it): https://map.projectzomboid.com/#0.5195123567271904,0.31685149379242417,274.74110393491856 https://map.projectzomboid.com/#0.5592613911259964,0.290413126996563,228.95091994576546 As far as I know the problem still persists, I haven't tested again since then though I haven't changed anything either so I'm assuming it will..
  6. Unfortunately it looks like the last IWBUMS (39.45) update broke the spawning mechanic for hydrocraft items in storage container facilities in cardboard boxes, wooden crates, dressers, wardrobes etc all except for metal shelves. Before the update I had a game going where it worked fine, now both in MP and SP since update nothing will show up in storage places in any of those except on metal shelves. Other areas/containers might possibly be effected too but not sure.
  7. It would seem that cigarette cartons are bugged, they use 200 cigarettes to pack a carton but do not give you back 200. I went through the files and found it in herbalism and apparently it's set to only give you back 5 lol. Apart from that, is it possible to make blue barrels contain gasoline as well? According to the wiki both the regular metal barrel and the blue barrel both seem to be able to hold the same fluids all except for the only exception being gas. I understand that the blue barrel can be found in loot, while the metal one has to be searched through the junk/metal finding recipes but it just doesn't really make any sense that it wouldn't be able to hold gas too, and plus gas cans really aren't that hard to find anyway.
  8. Been awhile since I've come around to test myself, and I'm pretty impressed with the performance increase so far! Overall, the game seems much more smooth and well... actually playable now. My FPS tends to want to stay around the 55-60 mark while on foot and not fully zoomed out all the way, where about a little over half and less zoom seems to run.. relatively smooth with full zoom being about 52-47. Which.. that being said, the "micro stutter" issue seems to exist still ever so slightly where even despite my FPS still running solid 55-60 (according to steam anyway) it will hit patches of "molasses movement" where it FEELS like a FPS lag but there is no numerical drop in FPS according to steams counter. While driving a car it is noticeably lower and bounces between 50-38 depending on whats going on at a little over half zoom. A couple other things I'd also noticed! Checking out the default survival settings the "locked frequency" of cars is set to "never" by default, not sure if this was intended? Also... even more strange is that "car alarms frequency" is set to "never" by default, however while in game I was still quite often getting alarms on cars despite this being set to never. Tested on: Windows 10 ASUS Sabertooth 990fx R2.0 AMD FX 9590 @4.7GHZ EVGA GTX 980 SC ACX 2.0 @ Stock (Clocks vary depending on necessary draw) 16GB Crucial Ballistix Sport low profile DDR3-1600 *Game set to high priority in task manager, just for good measure I haven't tried to see if this was an issue for me, however... as this build is designed and purposed as a TEST build, and not intended for long term play... this would come as a low priority issue as this feature is intended for long term play and really offers no feedback to the testing of overall game play, and vehicles. Obviously, it is eventually going to be fixed because it IS a necessary part of the game, however is not necessary to the test since it's not meant to be played in long term.
  9. I'd have to say I agree here, but mostly because... well, there's really no other way. I CAN see not adding such a thing pre-release so that the bugs have a chance to get ironed out like Robert said, and I can respect that mindset. For testing purposes, I can get behind that. However, lets consider the full stable release (or even close to stable release) for a moment here "in the long term" as Kim mentioned... See, there is technically a reason why the rooftop update cannot work as a permanent viewpoint, and it's actually a quite simple reason. Let's consider the fact that as it stands now, you cannot see behind buildings as you are moving until you get behind them, obviously that poses a threat to survival and makes people feel like they are walking around blind... (seriously, try this update out in Bedford Falls.. you'll actually start to legit hate rooftops). So... then let's say the fix to this is to make all buildings within your line of sight have all the backs of buildings you are looking down disappear. Sure, that WOULD in fact work..but, wouldn't it make the rooftop update pointless all together since the whole point is to be able to see the roofs? You might not be able to get a good scope of the size of the building you are passing by if you are coming in behind it then, and what is actually a massive sky scrapper you might mistake for a 1 story building. I'm in no way saying more work shouldn't be put into ironing out how things work with roofs, and trying to find what works and what doesn't... but I would argue that choice is the better and biggest factor of all here. I just don't see why anyone should be forced into a specific sort of view point in a game like this. I hate to draw comparisons between games because I feel like it takes away from originality, but this is a case where I would say something like the sims for example allows you that freedom of view because they understand that dependent on the situation that someone may find themselves in that people may want to be able to see certain different views of their house and surroundings for whatever given reason, and that the freedom to do so themselves is more efficient than trying to tie it to the position of their character or camera... and that's without having to worry about getting eaten alive by a horde of zombies.
  10. Well... the title speaks for itself, so I'll keep the post pretty short, but... I'm sure at least someone has probably suggested this at some point in the past, but if so I'd like to revive the possibility of this idea; Include an option in the server config to maybe override client settings to force hardcore reloading on a multiplayer server? I understand completely and fully that currently choice of reload is a decision for each player to make, and I can respect that... however arguably a huge difference can be drawn between those who use easy reload against those who use hardcore reloading, such in that the easy reloader will always have it easier...because well that's the point, but especially in the case of PvP. Of course, I also understand the repercussions of taking such choice away from players, however I would like to point out that the decision to play on such a server with an option such as that enabled, is a decision in itself.... and as such, one does not have to join a server that is running the hardcore reload only option if they don't like the way it works or performs. On the other hand, on a server that doesn't run forced hardcore reloading, whether you use it or not would still be an option through your client settings just as it has always been, so in that case people would still have the choice. The only thing I'm going for here is a point of balance in which should the server host decide that all their players should be running on the same system as everyone else they can do that, where on the other hand if they choose not to then it's still entirely up to the player(s). Again, this is entirely a sandbox option which I can't stress enough.. it's nothing forced on any player unless they choose themselves to join a certain server that has it enabled so by their own choice they are agreeing to use it if they wish to play there, which I believe is certainly fair.
  11. I haven't tested it extensively, however I have fiddled around with it a bit and the biggest issue I've noticed so far is the performance... It runs pretty poorly, especially in town regions while my cmd console is spamming constant checks for "gotkey" and "moving vehicle to X X". None of the graphical options made any difference in the test, I tried running 1x tiles, turning off shaders, turning lighting to lowest, compressing textures.... nothing made a difference and it ran exactly the same. On another note, I tested the 38.4 branch too, which I believe has the same exact changes other than vehicles as as far as I could tell, and it ran flawlessly so I don't want to believe it's my system. That being said, tested on: Motherboard: Sabertooth 990fx r2.0 CPU: AMD FX 9590 @ stock 4.7Ghz RAM: 16 GB Crucial Ballistix Sport @ 1600Mhz GPU: Nvidia Evga GTX 980 SC ACX 2.0 @ stock 1266Mhz Core clock (1367 boost), 7010Mhz Memory clock PSU: Evga SuperNOVA 1300 G2, 1300W SSD: Samsung 840 evo, 250GB (which the game is installed on, for maximum performance) I'd uh, hope that's sufficient to run what PZ can throw at it... (Processor could be better... tried to go budget mindset with the CPU with plans to upgrade later, but I mean... honestly it should just never have a problem with PZ in any normal circumstance, especially since the game runs multi-threaded.)
  12. Suggestion: Introduce a way to produce lighter fluid! I love the idea of lighter fluid being introduced, but there's only one issue... there's currently no way to produce it however. This might not seem like a big issue or anything, however I've come to find that funding something like the smoker trait (in long term runs) can be troublesome once you start running out of lighters and fluid and suddenly you have nothing else to loot from.... being able to produce your own fluid would be a great addition, and it's hardly unbalanced or gamebreaking because... well, let's be honest. Other than the smoker trait what else would you ever do enough of that you would ever have a problem running out of the stuff? If it came down to it and you were out of power and had no way to light a charcoal grill (if you didn't have a propane one, which there is currently a way to produce propane!) you could just cook in a campfire. I'm not sure what the recipe you would conjure up for it would be, though I'd recommend probably locking the recipe behind the chemistry textbook for depth and immersion and that way then people can't just make it right off the bat! (Not that I think you would be able to anyway because I'm sure the recipe would have some depth to it, itself)
  13. It would seem that the recipe "Make Hashbrowns" causes it to consume the frying pan in the process.
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