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Everything posted by Kappatao

  1. Just an observation i had with the trailers. The towbar that connects the trailer to the car has no shadow. You can also tow a car that has no wheels, and removing for example the front wheels doesn't make the car sink (e.g. how the trailers react to only having 2 wheels and being disconnected from a car)
  2. Just wondering what the thinking behind this is? I would have thought dried foods would be like canned foods in that they never rot (so long as they're kept dry. Is this to simulate them getting damp etc. over time?) ignore this i'm blind, it's in a pot of water.
  3. I'm sure we've all been in the annoying situation where we can't quite find the right point on a sprite to click to get an interaction option (I'm looking at you lightswitches!) I'm proposing that right clicking will show all the interaction options available in a 3x3 around the mouse, kind of like how you can see loot in a 3x3 around your character, or even more similarly how the vehicle radial menu shows up interaction options for nearby cars. Hovering over an interaction option would highlight the object being interacted with (like hovering over keys highlights the doors they work for), and in the case of being near more than one object with the same interaction prompts (e.g. being near 2 sinks) the object closest to the mouse would get priority (e.g. so you don't get 2 options to fill stuff cluttering the menu), but not the necessarily the current system of having to click the exact sprite/tile. Another QOL system that I think could greatly benefit certain menus (I have device options and the farming menu in mind) would be if they automatically close when you get far enough away from the object, just like the mechanics menu does, once you're far enough away from a car.
  4. If you play without infection, and get bitten, it will leave a scar in the health panel. I see no reason why we can't get those visible.
  5. sssssh! He won't come for you in your sleep don't worry.
  6. I just did some experimenting, and I can confirm, that when the game is fullscreen you can zoom in further at 1080p (or at least it looks like it, it could be to do with the way scaling works.) It's really difficult to tell from screenshots, but if you look at the bottom right corner of my screen shots, you'll notice that you can see it at 1440p fullscreen (windowed doesn't seem to make any difference what resolution you're running idk), but not 1080p fullscreen. So this could be a bug or maybe it's something to do with how the game scales to resolution?????? Here's 1440p fullscreen Here's 1080p fullscreen Again, the difference is much less noticable ingame, but OxmanZomboid appears to be correct.
  7. I think i'ts a problem with your settings. Here is how far I can zoom in on 1440p (Well, 2561x1361 to be exact, for some reason pz doesn't fullscreen to 1440p on my 1440p monitor. Also excuse the cursed looking character).Pretty sure that's the same size as the 1080p picture you've posted (it looks smaller in the screenshot than it actually is): I do agree with you however, since we have all this extra character detail it would be nice to have a 25% zoom option.
  8. I feel bad for all the people buying this and not knowing about b41... FYI They've redone the tutorial in IWBUMS.
  9. So currently the PZ saves and settings reside in a folder in the windows "Users" directory (e.g. C:\Users\YOURUSERNAME\Zomboid). What I'm suggesting is that this folder get's moved to the windows dedicated "My Games" folder in documents (e.g. C:\Users\YOURUSERNAME\Documents\My Games), where a lot of other games store their saves and settings. This should be fairly easy to do (documents doesn't need admin access so that shouldn't be a problem), as it's already possible to do it via a steam launch option (I don't remember the command currently), but the problem with the steam launch options is that they seem to periodically reset (I assume if you change branch, or the game updates or something), and it would be nice to have something official. But then again maybe spaghetti code (idk if pz has aproblem with spaghetti code) prevents this ? The main reason I would like this, is not only would it keep windows a bit more tidy (currently PZ is the only game that stores anything in the users subdirectory), but for people like me who have a boot drive (ssd) and larger HDD where all our programs are installed it would save space on our C boot drive (Documents is normally configured on the larger HDD), especially because as we know PZ saves tend to get quite large in file size .
  10. Even if somehow you could get your iPad to run OS X, or emulate linux or something, you'd be dissapointed in the performance I'd imagine. iPads may technically be more powerful than a couple of year old macs, but Macs have fans, which means you can push their hardware further before they thermal throttle.
  11. Try it on a new save. Older saves can get wierd glitches that don't happen on newer ones. (Could also be the mod, but I'd suspect it's more likely to be the fact that your save is really old.)
  12. Kappatao


    Do tropical storms naturally happen ingame (I.e. with vanilla climate settings)?
  13. I would post screenshots of what I mean, but I don't have access to my PC ATM. Here is a clip I managed to find, where if you look close, you can see the grass appear temporarily through the car. Sorry Enigma, I fail to see how IK factors into clipping? Could you elaborate a bit? Thanks all for the insite you have provided tho.
  14. Collision is already a thing in PZ, so they are already kinda simulating IRL physics there, or else you could just walk through a wall. What I'm referring to is purely a cosmetic issue that's been in the game for years. I remember when cars where initially added, they had a much bigger problem with the draw order of sprites, but it was mostly fixed. I'm just curious why it's been so difficult to 100% fix. In your first point, I would argue that it does affect player enjoyment (At least for me), since, especially after such a big visual upgrade as 41, it's just jarring to see half my character inside a wall. Yes it might not be a huge issue, and any other development team I'd not question it, but I know TIS have an eye for detail.
  15. I get why that kind of clipping happens (where two 3d models intersect and overlap). I'm talking about the type of clipping where a sprite will be rendered in front of a 3d model, where it shouldn't, e.g. when grass sometimes gets rendered infront of your car, and you can see it through the car.
  16. I'm just curious, maybe someone who actually knows how the game renders could answer this for me. What causes the clipping of sprites through the 3d models in the game (e.g. when driving and grass shows up through the car, or when crouching near the corners of buildings), and why does it seem so difficult to fix?
  17. Nice sounding update. Since we now have visible watches & jewellery, could we get visible belts, holsters and splints?
  18. For a few updates now (I think it's ever since the update where animation cancelling was added) , when using a double handed weapon, (e.g. an axe, or a baseball bat) the miss attack animation has often played when the character isn't missing. I'm talking about the animation where one hand flys off of the weapon, which (I assume) should only play when you miss an attack. I have found it playing on the first hit of a zombie, then subsequent hits play the correct animation (usually). Apologies if this has already been reported, but seeing how long it's been around, I hope it get's fixed soon.
  19. I feel the general concensus about welding masks is that they should be able to be worn with hats, but they where clipping pretty bad with most of the hats in the game (and tbf it was quite op). Can we not wear bandanas and welding masks anymore though? I'm kinda hoping some more work get's put into it, so that we can eventually wear em with hats, without clipping, but this is an understandably easier solution in the short term.
  20. NGL didn't even know you used to be able to do this.
  21. Could I just get confirmation that this is only the first emote update? As of right now, I've noticed some features missing that where mentioned in previous blogs (e.g. walking while emoting/ favouriting emotes ), and I just want to check that these haven't been scrapped.
  22. What would also help with digging through uis, would be a text search option for the inventory. Another addition I feel could benefit the game a lot is being able to collapse and item type (e.g. collapse all your equipped clothes into 1 single item,especially now we can have so many equipped items).
  23. FYI you can just go to the install path, and find the sound files there to play as you want. But yes, more ways to support the devs would be nice.
  24. Kappatao

    Totes Emotes

    The emotes look awesome! I have a question though; will certain ones be triggered automatically (like your character yawning when they're tired, or holding their nose around corpse piles)? I think it could be quite cool for giving the player feedback about what their character is feeling like.
  25. I've noticed that if I say, have a hole in my jacket, it'll show straight through to skin, even if I am wearing a shirt underneath. I suppose this isn't exactly a bug, but more of a missing feature atm. It would be nice if with layered clothing they'd show up through holes etc. Also as a side note, currently I don't think you can wash bags, even though they can get dirty.
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