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Blasted_Taco

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  1. Like
    Blasted_Taco got a reaction from wsensor in RELEASED: IWBUMS Build 38.15   
    This along the flies problem was my main complain from this IWBUMS right now.
     
    Seriously the roof update is nice and all since i can see what the buildings look like now, but there is no reason whatsoever to have the roof cover your character and give you a very small hole of view to work with, going into a gas station was stuff of nightmares because i couldnt tell what was in front of me or where the damn pumps were in mere seconds of looting.
     
    In my opinion they need to remove having the roof covering your line of sight of your character, i just cant stand it.
  2. Like
    Blasted_Taco got a reaction from Leoquent in RELEASED: IWBUMS Build 38.15   
    This along the flies problem was my main complain from this IWBUMS right now.
     
    Seriously the roof update is nice and all since i can see what the buildings look like now, but there is no reason whatsoever to have the roof cover your character and give you a very small hole of view to work with, going into a gas station was stuff of nightmares because i couldnt tell what was in front of me or where the damn pumps were in mere seconds of looting.
     
    In my opinion they need to remove having the roof covering your line of sight of your character, i just cant stand it.
  3. Like
    Blasted_Taco reacted to Magic Mark in House of Fuels   
    The roof viewing update really is not working out as dandy as one would expect. I don't just mean bugs and visual flaws. There are many pen-and-paper stuff that should be considered or (preferably fixed if possible) before you decide this is here to stay. Here are two major ones.
     
    1. Players cannot see what is behind walls without running up to that wall. This is more evident in areas with taller buildings and more elaborate roof structures.
     
    Say you are running from the zeds in an unfamiliar area in a relatively crowded street. You want to hide inside a building on the left side of the street except that you cannot see which buildings have windows and doors until you run up to that wall directly. It may not sound as annoying until it happens to you.
     
    And it goes without question that this is not an issue of "get gud". This is a serious drawback to a problem that players did not have before this update. There was a really good post with screenshots by @Snaiper on the suggestions board earlier.

     
    The player cannot see the path, let alone the windows, without getting towards the wall length.
     
    2. Players cannot see dropped items or furniture behind these buildings when they otherwise should.
     
    That line should go without explanation, if there is something the player can use that is removed from view because a 2nd floor is blocking it, odds are the gameplay affecting thing is more important.
     
    I would suggest taking these into account when deciding what to do next because this will probably be one of the biggest complaints when the update drops.
  4. Like
    Blasted_Taco reacted to EnigmaGrey in Wednesday 28th IWBUMS Server Megatest - Free PZ codes for participants   
    Yeah . . . 
     
    I don't know what you want, here.
     
    I'm not Valve: I don't decide the maximum number of slots for a server.
    I'm not Valve's server list, which often incorrectly states the players currently in-game and the  maximum number of players that can join a server.
    I'm not you, throwing a fit and refusing to acknowledge you might have simply messed up out of frustration.
     
    I'd likely have offered you a key if you didn't try to get your way by acting like a jerk.  Though I'm open to the possibility that there's some miscommunication going on here.
  5. Like
    Blasted_Taco reacted to EnigmaGrey in RELEASED: IWBUMS Build 38.15   
    This disease really shouldn't kill the player anyway, beyond the most extreme. Uncomfortable, mentally disturbed, sure, but death seems like an odd sentence.
     
    Adding a new Moodle for odour would be nice. I don't see why that can't  be done now. Adding mental effects (discomfort at the inability to maintain normality)  and new illnesses would also be good.
     
    Piggybacking zombie infection or fake infection just doesn't sound like it's working.
  6. Like
    Blasted_Taco reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    I think a new moodle like "Something Smells Rotten" would be a nice addition, it could appear when the character is around a lot of corpses and having it for extended periods of time would cause Unhappiness. The more bodies, the worse it smells and the worse the effects. It would also be a nice indicator of there being bodies around which would also let the player know that he might get sick unless he cleans it up.

    Eventually with Animations and new models a Gas Mask could be a thing that would help in corpse disposal and going through areas with massive amounts of corpses and the overall effects could be buffed up.
  7. Like
    Blasted_Taco reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    Can confirm above, if clothes are supposed to get bloody, they don't. Still, id rather this wasn't a feature until blood overlays go in.
  8. Like
    Blasted_Taco got a reaction from DramaSetter in RELEASED: IWBUMS Build 38.15   
    Finally TV programs do something!
     
    Also, if its not intended to die (because come on everyone would die by  corpses instead of actual shambeling corpses), then whats the intended effect? Be ill and have nausea?  Can it get to a point that you get used to the smell? 
    Does standing inside a house with lets say 5 corpses inside intensifies the ill effect?
     
    Also last thing, is there any type of visual que outside of the soon   animations to know your clothes are bloodied up? If the zombies go for a groin shot like they always do, i will have to change pants?
  9. Like
    Blasted_Taco reacted to ditoseadio in RELEASED: IWBUMS Build 38.15   
    Soap doesn't work...
     
    And, if we put several TV's in the same place, the free XP party starts!
     

  10. Like
    Blasted_Taco got a reaction from trombonaught in RELEASED: IWBUMS Build 38.15   
    Finally TV programs do something!
     
    Also, if its not intended to die (because come on everyone would die by  corpses instead of actual shambeling corpses), then whats the intended effect? Be ill and have nausea?  Can it get to a point that you get used to the smell? 
    Does standing inside a house with lets say 5 corpses inside intensifies the ill effect?
     
    Also last thing, is there any type of visual que outside of the soon   animations to know your clothes are bloodied up? If the zombies go for a groin shot like they always do, i will have to change pants?
  11. Like
    Blasted_Taco got a reaction from Kuren in RELEASED: IWBUMS Build 38.15   
    Finally TV programs do something!
     
    Also, if its not intended to die (because come on everyone would die by  corpses instead of actual shambeling corpses), then whats the intended effect? Be ill and have nausea?  Can it get to a point that you get used to the smell? 
    Does standing inside a house with lets say 5 corpses inside intensifies the ill effect?
     
    Also last thing, is there any type of visual que outside of the soon   animations to know your clothes are bloodied up? If the zombies go for a groin shot like they always do, i will have to change pants?
  12. Like
    Blasted_Taco reacted to Batsphinx in RELEASED: IWBUMS Build 38.15   
    Unsure of the specifics, but the current issue I believe is simply that everything happens way too fast. It's supposed to be more of an ambient effect, not to kill you in a couple of hours!
     
    RE: Darkness chat. This is me plucking a fact out of my arse, but I recall RJ telling me that he'd also fixed the 'phases of the moon' code that had been broken for a long while without us realising. As such, some nights might be darker than others - and that could account for the discrepancy in Baycon's screenshots. *All this is my personal supposition though!* 
  13. Like
    Blasted_Taco reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    Build 38 changelog:
     
    [New]
    New map area added! The town of Riverside and the Knox Heights Country Club are now ripe and ready for exploration. It can be found west of West Point. [Foraging zones etc still need to be added, but survival can commence!] Added an easy way for modders to add columns to their scrolling lists. [MP] Added an UI for admin to manage player's inventory. [MP] When a server save will occur all client will be unable to perform anything (paused, server option). [MP] Got rid of TransactionID while it's bugged & it made server saving longer. [MP] Optimization to limit the amount of zombie placement and zombie movement data that’s shared between players. Released in preparation for the Wednesday community megatest. First Aid kits now spawn with sterilized bandages, rather than regular bandages. Can now sterilize cloth bandages in a boiling pot of water. Mattress can now be made using a suture needle as well as a regular needle.   You can now add spices as first item in pasta/rice (eg. marinara). Can use CTRL + A to select all items in a container. Command console in Debug now autosuggests functions and shows return types. Command console version now accurately reflects the current version of the game. Items used for fuel in campfires can now be used for fuel in BBQs. Sheet of paper can now be written on. Updated credits. Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods. You can now dig graves with a shovel. (Ability to bury multiple bodies in the same grave will come in 38.2) If you're carrying a corpse, you can bury it in an empty grave. Added new sub menu in carpentry "Misc". In "Misc" you'll find a wooden cross, acairn and a wooden memorial picket to go alongside the graves you dig. Changes in clothing: Clothing can now become dirty over extended periods, dependant on your activities. Fighting zombies will make your clothing bloody. If you're wearing dirty or bloody clothing over an open wound then chances of infection (normal infection, not zombie) will increase. Clothing now also has durability, every time you get hit you'll lose a little. Some clothing is more resistant than others. Added new sandbox options: Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map. Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. (Replaces GeneratorFuelConsumed server option) Randomized House Chance: Increase/decrease probability of discovering randomized safe house on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences. Free Trait Points: Adds free points during character creation. Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage. Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase. Nocturnal Darkness: Governs how dark it gets at night. Don't forget your flashlight Injury Severity: Increase and decrease the impact that injuries have on your body, and their healing time. Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. (Replaces former HoursForCorpseRemoval server option). Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.) Added random selection on zombie's: Strength, Toughness and Cognition. Fire spread (previously No Fire spread on server): allow or not spreading fire. TV and Radio programmes now have an impact on the character's moodles. If watching an instructional show then an XP multiplier is received. [MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point. Changed how custom maps are loaded:
    After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. Added a mod order UI, use it if you have conflicts (copy a cell over existing one) in your modded map! Changes on world view:     Building levels above the player are ONLY hidden for the "current building". "Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through. To peek through a window stand adjacent and face it. Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building. Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character.  
    [Balance]
    Increase player's constructions hit points. Removed starting year sandbox option. Increased a tad the nutrition values of fishes & berries. Sleeping outside in rain will wake players up, unless they are in a tent or under a player made structure with roof.  
    [Bug Fix]
    Fixed zombie memory "none" sandbox option not working. Fixed a bug with season making moon not afecting ambient lights at night. Fixed water pouring bug. Fixed lampost still active when electricity was down. Fixed being able to build thing inside player's safehouse. Fixed being able to climb through windows into a player's safehouse. Fixed bodies corpses zone sometimes overlapping. Fixed bodies corpse zone not being properly synced in multiplayer. Fixed bugs on the new riverside map. Fixed lot of UI non-working with a gamepad. Large amount of smaller items will now correctly fill up container space available. Book Reading is now interrupted when player aims a weapon. Fixed Characters losing fraction of xp on save. Added missing "spawn point" options in the server settings GUI. Added missing world filler. Fixed possible bug with alarm being reset. Fixed Rare bug with the craftingUI. Fixed Mod order button being missplaced. Fixed Bug with the getLightFoodMod() calculation. Fixed Evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug). Fixed Crafting issue with Hot Cuppa.  
    [Optimization]
    Optimized Garbage Collection Added WorldReuserThread LightingJNI optimized Fixed surge in memory usage of 2-300 MB that can stall the game Optimized map loading Fixed: Voice Manager being enabled in SP. [Should give slight improvement in FPS, especially on slower systems]
  14. Like
    Blasted_Taco reacted to OnceYouKillACow in Released: Vehicle Tech Test build   
    Will you guys be adding horns?
  15. Like
    Blasted_Taco got a reaction from Legoland99 in Animations will one day be released hype thread.   
    I think those are the things that i want the most, the backpacks, more weapons and clothing, sweaters can do so much fashion after a while.
     
    But seriously i just want the animations out into the wild so the damn train to the 1.0 destination can get going already, i still think of how in November i was saying that the animations would be out by mid January, now i dont even think we might see them until May, reigniting the hype i had for NPCs and Animations only hurts me in the long run by this point. 
  16. Like
    Blasted_Taco got a reaction from hunger john in Animations will one day be released hype thread.   
    Funny enough that is the same reason i stopped coming to the forums and hide even the game from steam for a while now (after trying it to play it just felt really unstable with the NPC mod and vehicles mod), it really feels like a cycle of features looming over the horizon that never come, the animations and vehicles were first showcased at the same month. i think around Feb 2016 they were first showcased and vehicles in Feb 2017 too, it amazing how they both seem very familiar.
     
    Both show incredible progress towards release, everything seems to be in order and then nothing, i was so sure that at the mid-end of summer 2016 we would have the animations because all the mondoids pointed towards a release and then some features here and there were added like the gore and modding tools and complications all around, i wouldn't make such a fuzz about this if the animations were feature completed (sneak, cover) but they wont be, they are just a shadow in each mondoid (that after reading 4 mondoids in a row, they were kinda similar, but still in dev-time sometimes nothing spectacular happens).
     
     
    I wouldnt even bet my money at the end of the summer, if we are lucky we will see them by November or December plus all the IWBUMS time needed to be ready for public, very early 2018.
     
    I will check progress by the end of the summer to see if we got some light into the animations or not, but i doubt we will even see a release of them by summer.
  17. Like
    Blasted_Taco got a reaction from dnk3912 in Released: Vehicle Tech Test build   
    Look man, you are asking for a feature for a gamemode that is totally optional so players can play the way they want, aka not the Devs vision.
     
    Why would they go out of their way to add something like that where those resources could be spent on other stuff?
     
    Also part of the whole "Oh man the world is going to shit and is going to spread out and no one can stop it" is because the lack of internet and all of that fancy stuff, imagine if you add laptops or cellphones, this event would have been contained more quickly in some other way.
     
    Also i am 100% sure that when vehicles hit stable, one of the first mods are going to be something along the lines of making fuel or electric cars.
  18. Like
    Blasted_Taco reacted to cool daddy shark in Released: Vehicle Tech Test build   
    Would you guys consider adding in drunk and otherwise impaired driving? Drinking behind the wheel and not sleeping during those long loot hauls should have penalties. 
  19. Like
    Blasted_Taco got a reaction from Magic Mark in Released: Vehicle Tech Test build   
    Look man, you are asking for a feature for a gamemode that is totally optional so players can play the way they want, aka not the Devs vision.
     
    Why would they go out of their way to add something like that where those resources could be spent on other stuff?
     
    Also part of the whole "Oh man the world is going to shit and is going to spread out and no one can stop it" is because the lack of internet and all of that fancy stuff, imagine if you add laptops or cellphones, this event would have been contained more quickly in some other way.
     
    Also i am 100% sure that when vehicles hit stable, one of the first mods are going to be something along the lines of making fuel or electric cars.
  20. Like
    Blasted_Taco reacted to Colin in Released: Vehicle Tech Test build   
    I am not asking for this feature, I just mentioned it would have been a good addition to the game
  21. Like
    Blasted_Taco got a reaction from Kuren in Released: Vehicle Tech Test build   
    Look man, you are asking for a feature for a gamemode that is totally optional so players can play the way they want, aka not the Devs vision.
     
    Why would they go out of their way to add something like that where those resources could be spent on other stuff?
     
    Also part of the whole "Oh man the world is going to shit and is going to spread out and no one can stop it" is because the lack of internet and all of that fancy stuff, imagine if you add laptops or cellphones, this event would have been contained more quickly in some other way.
     
    Also i am 100% sure that when vehicles hit stable, one of the first mods are going to be something along the lines of making fuel or electric cars.
  22. Like
    Blasted_Taco got a reaction from BayCon in How Will Vehicles Change Your Playstyle?   
    Same thing is going to happen with chainsaws when they are added, people are going to try to kill zombies with them and are probably going to get themselves killed and using it is going to be suicide because of the noise (i still cant figure out for the life of me how to barricade windows and doors with planks without attracting the attention of a horde)
     
    Right now the only use i can see for cars are moving between very far away bases (all those damn farms that took 4 or 5+ minutes of walking aka all the god damn morning of the game) to the main city.
     
    But before doing that, you could try to use another car to clear a part of the city, hop in, drive into whatever place you want to go, example from downtown of WP to the bridge of WP, get out of the car, back to downtown though the forest, loot what you need, get in the car and drive back to farm.
     
    However i am sure the devs will nerf the car sounds since a lot of players are complaining about it, still when people say "cars are not loud", you are comparing your daily lives with the live of the game, where there are no machines, no humans, no anything else other than low moans here and there, if you ever have been in a ranch, you can hear a car passing though a road miles away. 
  23. Like
    Blasted_Taco got a reaction from Kuren in How Will Vehicles Change Your Playstyle?   
    Same thing is going to happen with chainsaws when they are added, people are going to try to kill zombies with them and are probably going to get themselves killed and using it is going to be suicide because of the noise (i still cant figure out for the life of me how to barricade windows and doors with planks without attracting the attention of a horde)
     
    Right now the only use i can see for cars are moving between very far away bases (all those damn farms that took 4 or 5+ minutes of walking aka all the god damn morning of the game) to the main city.
     
    But before doing that, you could try to use another car to clear a part of the city, hop in, drive into whatever place you want to go, example from downtown of WP to the bridge of WP, get out of the car, back to downtown though the forest, loot what you need, get in the car and drive back to farm.
     
    However i am sure the devs will nerf the car sounds since a lot of players are complaining about it, still when people say "cars are not loud", you are comparing your daily lives with the live of the game, where there are no machines, no humans, no anything else other than low moans here and there, if you ever have been in a ranch, you can hear a car passing though a road miles away. 
  24. Like
    Blasted_Taco got a reaction from BayCon in How Will Vehicles Change Your Playstyle?   
    I am going to give a wild guess and say that eventually zombies are going to be able to climb over vehicles and jump to the other side of them in case there is no other way around?
     
     
    I cant imagine the clusterfuck that the first weeks are going to be when the NPCs are out and able to drive vehicles and also use shotguns, its going to be impossible to move around (which is going to be fun.)
  25. Like
    Blasted_Taco got a reaction from Necromatic_Corgi in How Will Vehicles Change Your Playstyle?   
    I am going to give a wild guess and say that eventually zombies are going to be able to climb over vehicles and jump to the other side of them in case there is no other way around?
     
     
    I cant imagine the clusterfuck that the first weeks are going to be when the NPCs are out and able to drive vehicles and also use shotguns, its going to be impossible to move around (which is going to be fun.)
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