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Kappatao

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Posts posted by Kappatao

  1. I love the little player emotes you guys do in your showcase videos. It would be really nice to get the current ingame emote system expanded with those extra animations, and the ability to trigger them via hotkey (so we can trigger them without the menu like you guys do).

  2. I couldn't help but notice with the wallpapering video that the character emoted without using the emote wheel. Was this just devmode things, or will we be able to trigger emotes from hotkeys in b42 (cause that would be really cool :)?

  3. I think it would be pretty cool to have a sandbox option to have the ingame map as an item. It could then work similar to how belts unlock the ability for a hotbar (except obviously, this being a map that unlocks the ingame map function).

    It would create the possibility of people looting your map and getting your map markings in MP (so you might want to think about if you really need your base marked?), almost like a player made annotated map. It would also balance how you can die and magically knowing every location your previous character did (as you would now need to recover your old map to relearn your discovered locations).

  4. On 5/27/2022 at 5:15 PM, SonicSonedit said:

    This can possibly related to change that when multiple 3d objects are placed on tile, they are rended as texture snapshot instead of 3d object

    This greatly improved performance for our warehouse where we stockpiled over 1000 planks - we had like 10 fps before, now we have around 40

    Oh it's definately related to that. Hopefully it can be fixed.

  5. When you place an item now, it's possible to cause parts of the item to dissapear if you place it on a tile boarder for a multi tile object e.g. a table. Attached is an example with makeup and a mirror on a table.

    image.png.590612697a33bafa37066eac5992c7f7.png

     

    To reproduce this, place the item on 1 tile, overlapping the other. In this picture they're placed on the bright tile, overlapping the dark one. It's interesting to note, if I place them on the dark tile overlapping the light one, they display correctly.

  6. The current blood system is pretty nice (bit morbid I know), but there's a few things I feel it's lacking, so I thought I'd put em in a nice little list.

     

    Blood on the character should go darker with time, like blood on the ground does.

    Bleeding should add blood to the body part that is bleeding, and eventually soak through clothing layers.

    Following on from the one above, certain injuries shouldn't bleed straight onto the floor (e.g. your chest is bleeding, but you're wearing a t-shirt, so it would have to soak through the shirt before you start painting the floor red.)

    You should get blood on your hands for bandaging yourself/someone else (if they have the bleeding moodle)

    Placed weapons should still have their blood textures (This used to be a thing before all the 3D models where ingame if I remember right)

     

    In addition, the dirt system could be expanded a bit;

     

    Digging furrows/graves should make you dirty (especially if you use your hands)

    Not sure if this one is ingame, but walking through trees, and walking without shoes should make you dirty.

    The current dirt texture is very similar in colour to the blood texture (this wouldn't be a problem if the blood texture colour matched the blood that appears on the ground.)

     

     

  7. Just gave the the new update a try, thought I'd give my 2 cents, mostly about the UI.

    Might it be worth moving the Toggle PVP button to a hover menu under the client button (like the pick up furniture/map buttons are atm) to avoid cluttering the LH side of the screen with a lot of buttons?

    Also neither the map or magnifying glass buttons light up to show if they're active (when clicked on). EDIT: The magnifying glass lights up if look mode is active, not if the menu is open.

     

    I like how you've done the hints on the foraging menu. I feel like the new foraging system has been around long enough for people to get used to, can we get the old button removed (right click in a forest still shows the "forage" text)? Also it would be nice if foraged items showed in the loot menu (I get that this probably isn't possible without cluttering the world with junk items)

     

    The new tutorial guide is quite nice looking aswell. My one suggestiong with that menu would be to increase the sensitivity of scrolling, currently (at least with my mouse) you have to scroll for ages to actually get anywhere in the text.

     

    Being able to Right click the container list is great, but it currently doesn't seem to work on the loot window, only the inventory.

     

    I feel like the Remove map symbols button is a bit to "accessible" for something you won't want to use often. Maybe move it up to the symbol panel? Also as a side note, our character looks at a newspaper model when you press M, but a  map model is ingame, so could these be swapped?

     

  8. Great to hear about the technical updates. Better performance is always great, and letting the game utilize better hardware also sounds great. One thing I'm curious about; will the improvements rendering help with performance on integrated graphics (I personally haven't used integrated in years, but I've heard it's quite rough) or will it just benefit dedicated gpus?

    It'll be great to be able to drive without getting  motion sickness from sub30 fps. :)

  9. Whenever I die in the new MP branch, I'm not able to "respawn" using the "create new character" button from the death screen. It just pops up the red error box and doesn't do anything. This is in MP and SP, but it's especially problematic in MP because I then have to close down any hosted server and create a new character from the main menu.

    This is happening consistently (for me) in vanilla. To reproduce it should be fairly simple. create a character, get character killed, and click the button. I'd provide error logs if I knew where to find them.

  10. If I remember correctly, in b40 you couldl scroll through a massive list of containers around you, drag the items you wanted into your inventory, and continue browsing while the character picked up those items.

     

    Now the current b41 system might be more realistic, but to me at least it feels a lot more clunky. Now, the game will autamtically switch to the container you're looting from, even if you're currently looking in another container. This gets quite cumbersome if you're taking a lot of items from one container, and want to look in another, as you can manually switch back to the other container, but will keep switching back to the container you're looting from for each item you take from it.

     

    My proposal is to add an accessability option to switch between the current system and the old one. I personally found the old one less frustrating, as I could pick items I wanted from a container, and then instead of watching a green bar fill up, I could look through the rest of the boxes in the pile.

  11. Just a thought I had; Since you're working on a new map system, it would be cool if the current ingame journal system/note taking system where expanded and integrated into the new map, as journal pages etc. Maybe even have it as an item you spawn with that gives you the ability to use the map, and journal (kind of how a belt lets you use the hotbar).

  12. 9 hours ago, Pandorea said:

    Pretty sure there is a new button in Char info called "Training materials" that allows you to see all the books, magazines, Cds, etc that the char has read / listened to or watched?

    If I may chime in here and hijack the post a little, but doesn't having every CD/VHS (even the home ones) in a list available from the get go spoil the excitement of finding them? I know we can't see the contents of them, but some (especially the home VHS) have rather spoilery names.

    Might I suggest instead of having a massive list of all of them, there's instead the skill ones (just like for books/magazines), then for the "flavour" CD/VHS there's a number (so you know how many there are in total), and then they only appear in the list once you've found them?

  13. On 10/30/2021 at 2:07 PM, Pandorea said:

     

    Hmm... seems to work on my end. Is this with any particular weapon? Any mods?

     

    Also, is the car window opened? (just double checking)

    No mods (just so you know).

    No weapon either. Didn't know you needed the window open, so tried it with it open. Aiming while the window is open lets you pan, but having a keybind with the window closed also lets you pan (so maybe the bug is with binding pan to a keybind.)

  14.  

    4 hours ago, Pandorea said:

    To double check I've got this right: 1) Pan camera while aiming (not in the car) = works; 2) Pan camera while driving (not aiming) = works; 3) Pan camera while in the car and aiming (but stationary) = does not work? or do you mean you can't aim while driving? (which is expected behaviour)

    Pan camera while aminging works (not in car)

    Pan camera while driving (moving) doesn't work (doesn't matter whether pan while driving is off or on), unless you started panning before starting moving.

    Pan camera while in the car stationary works (from keybind)

    Pan camera while stationary while aiming doesn't work (just re-adjusts the character's viewcone)

  15. Firstly the new pan camera while driving is great.

     

    There has however been a regression in terms of panning the camera while aiming.

    No matter whether "pan while driving"  is off or on, "pan while aiming" doesn't work while driving now. It used to work while driving, and if you set "pan camera" to another keybind in the keybind menu, you can still pan the camera while stationary in a vehicle (not while moving), but panning by aiming and dragging the mouse no longer works.

    To be clear, the character still looks around while aiming (the view cone changes direction), just can't pan the camera in a direction while in a vehicle by aiming..

  16. I wasn't sure whether to put this in "suggestions" or "bug reports", but I figured I've noticecd more bugs than suggestions, so I've popped it in here. This is a list of observations I've made in a fairly short playthrough of the new update, in no particular order. It's not an exhaustive list by any means, as I haven't been through all items/scenarios etc. looking for bugs.

     

    Firstly bugs I've noticed:

     

    The lighting when holding an item (e.g. a bag in your offhand) is different compared to when it's worn/placed in the world. It's much brighter.

     

    Cupboards are  counted as shelves, so you can place floating items on them.

     

    Some models are different when placed in the world as compared to when used in an animation. Notable mentions: Orange soda bottle is different, the mop uses the old brush model when cleaning, antidepressents use a different pill bottle moddle when you take them. There's probably more I haven't noticed yet.

     

    The text "this  door is barricaded" and "failed to produce usable material" doesn't use the new above head text system.

     

    The new above head text is very inconsistent when leveling up, it sometimes doesn't show (same for the highlight of the new skill in the level up menu)

     

    I noticed zeds popping in when panning while zoomed out all the way (this might have always been the case, but I've only just noticed it).

     

    The sound of hammering doesn't always line up with the animation (noticed this when dissasembling a table)

     

    The smoking sound cuts off before the sound clip actually finishes, and sounds a bit "flakey" (idk how to describe it)

     

    There's an extra footstep when you start going down stairs

     

    Pineapples are incorrectly rotated when you're eating them

     

    I had the level up sound cut out when there was a lot of sounds going on (e.g. in combat)

     

    My fps drops to 30 after this update when zoomed out all the way (it was staying at around 50-60 in 41.53, but you might need more info to diagnose this properly)

     

    Items occasionally flicker as the old item icon when you drop a lot of things quickly (It takes a second to load the model).

     

    Models don't fade out in the way way sprites do, so you can end up seeing them through walls

     

    Holding down space when in a car loops the breaking squeal

     

    Tapping Q for a horn in cars causes the sound to kind of stutter (the horn doesn't fade out either, just gets cut off. But hey, at least it loops without clicking now lol)

     

     

    Now suggestions I have:

     

    The walking sound gets quite annoying when you're walking around a house (same floor type, so it gets very repetitive.) Maybe tone it down a bit?

     

    The option to disable the more distant sound when you zoom out would be nice, (personally not a huge fan of it)

     

    The new models are sometimes a bit too clean looking,

     

    It would be nice if things that have blood on them are reflected in the placed model (e.g. clothes). Pretty sure bloody weapons actually showed up as bloody on the ground in 41.53, so they're probably bugged atm.

     

    It would be nice to have an extra axis of rotation (e.g. so I can stand my guitar up in the corner, instead of having it lay down).

     

    Some of the larger models would benefit from drop shadows, to help them fit into the scene more.

     

    Now that most of the items have 3d models, it would be cool if they showed up in your hand when you equip them as primary/secondary (however that's an understandably large amount of work for them to have the correct rotation etc.)

     

    Finally flip flops don't go "flip-flop", which is kinda sad :(

     

     

     

    Sorry for the mega post, as the forums are getting flooded atm with a lot of similar suggestions/bugs, but I figured it was best to post this sooner rather than later, as it's fresh in my mind.

    Overall really nice update, with some great features, so thanks for that TIS!

     

  17. The new sounds 3D models look amazing (Never realised bags of concrete where supposed to be THAT big lol).

    One concern I have personally about them however, is with so many models onscreen, isn't there going to be a performance drop, and isn't there going to be item popin, like there is sometimes with cars (which is quite annoying tbh)? Or does it use similar tech to the zed corpses so there isn't much of a hit?

     

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