Shinjitsu noDeshi

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Everything posted by Shinjitsu noDeshi

  1. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Here's what I was doing on this last build and the new one: Custom sandbox, zombie count insane, distribution urban focused. 1) Grab a Franklin Valuline or Chevalier Step Van 2) Drive up alongside a building, so the driver side door is flush against the wall. 3) Honk your horn to draw all the zombies in the neighborhood to your vehicle (should be about 1500+/) 4) Realize that horn ranges are broken, so restart on a new map setup with vehicle sounds cranked up to 10 or 20. Repeat 2 & 3. 5) When a large horde of zombies is behind or in front of the vehicle, slowly drive towards them, trying to knock them down under the vehicle. 6) Realize that this is very difficult because vehicles really only push zombies and don't knock them down. Wait for more zombies to come and sandwich those closest to the vehicle, so you can knock them down. 7) If lucky, you should be able to run over the zombies with the wheels, since the car base doesn't injure them. 8) Make sure you have your seatbelt on, and have grabbed hold of your "OhJESUS handles", because once you start getting the zombies under your wheels, the vehicle will bounce and buck like a mexican lowrider in a dance-off competition. Chances are high that you will be thrown from the vehicle, or you will tip the vehicle on it's side. Hope this helps! - (and maybe if you get a chance, you can look into 4, 6, and 8 while you are at it? ) Shin
  2. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Apparently crawlers can attack through (closed) vehicle doors. Shin
  3. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Not to add any more suggestions to the already long list of ... suggestions, *but* It'd be nice to have a reefer truck - perhaps take the step van chassy and make the cargo area smaller size and consume more gas to compensate for the freezer capability. I think it might add a neat gameplay dynamic by enabling some deep woods living for an extended period of time. Shin
  4. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    The cooking show is the only one I've "watched" so far, so I'm not sure how the others work. But, it basically walked you through the steps for making chicken soup, and each time it told you what to do ("cook the chicken") it gave you a small exp boost. On the screen it briefly flashed a "+5 Cooking" above my toons head. IMO it's pretty easy to miss when it's happening, but you could definitely see the xp in the cooking skill after the show was done. For a couple of games I was like "where did I get that cooking skill from?!" Now when I start a new game, the first thing I do is turn the tv to the skills channel and listen while I loot the house Shin
  5. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I got cooking experience from watching a cooking show in single player. I haven't checked boredom. Shin
  6. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I normally play on survival level (well the equivalent of that with a custom setup.) All my previous reports on the issue were based on that, and my thinking was there were too many zombies being overloaded with method calls. So I thought I'd give it a whirl with significantly fewer zombies around. Same results. But to be thorough, I'll give your suggestion a try. Shin
  7. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I am still getting random game pauses - but otherwise great job on the performance. Initial play testing shows the UI and game are running very smooth! The horn range on cars is continues to also be an issue. I still can't get zombies more than 7-8 squares away to respond to honking. I tried this on a SP, "The First Week, Normal" game with the same results - so it doesn't *seem* to be related to the number of zombies around. I just realized, the current horn range is about the same as the shout range. Is is possible the horn is actually using the shout logic? Shin
  8. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Out of curiousity - is there a benefit to burying bodies? I just stack them 20+ high and burn them... Shin
  9. Shinjitsu noDeshi

    Is PZ Ever going to get finished?

    I hope they never finish PZ, but rather, keep enhancing and fixing it forever. Selfish of me, I know... Shin
  10. Shinjitsu noDeshi

    RELEASED: Build 38.30

    I asked awhile back what the different reaction symbols meant, and never got a straight answer. I've always thought they were a way of showing "like" or "dislike" for someones post - it'd be great if someone from the forum/dev staff could post a prominent sticky for what they mean, so we are all on the same page? Shin
  11. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Single Player
  12. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I think I may have spoken a bit too soon in my last post. The game play is smooth as silk, most of the time, but now I'm getting what you are describing here. The only difference is I'm not going anywhere, just doing odd jobs around my safe house. There don't seem to be a ton of zombies in the immediate area, but I *did* pull the majority of Muldraugh's business strip (300?) to the north end of town. (Apparently setting vehicle noise to "20" is... loud.) It's acting like it's accessing the disk temp file or GCing... maybe I've been running the game too long (memory leak?) or there are too many active zombies for the engine to process smoothly? Shin
  13. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Hi Pandorea - SP, Muldraugh Custom Sandbox - based on "First Week" settings with the following changes: Population: Count = Insane Nature: Erosion Speed = Fast (50 days) Sadistic AI Director: Helicopter = Sometimes Vehicle: Zombie Attraction Multiplier = 1.0 (default) Locked Frequency = Sometimes Car Alarms Frequency = Never Zombie Lore: Cognition = Navigate (default) Hearing = Poor (default) Zombie House Alarm Triggering = checked Advanced Zombie Options: Population Mult = 4.0 Respawn Hours = 0.0 Cognition under zombie lore looks new since I last checked? What does that setting do? (Tooltips on the dropdown boxes would be a great addition!) Note - I've been using these settings since the vehicle patch came out (except of course those settings added since that point.) And of further note - house alarms seem to work quite well. On some other playthroughs after my post above, I've had zombies dragged from far off right screen to far off left screen due to an alarm. Is there a way I could attach my game setup? Shin
  14. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    After playing for awhile now, the performance seems to have really improved. The game feels really smooth to play - I haven't run into any stuttering with this build. Nicely done! Shin
  15. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I did some further testing on this, and firearms still work wonders for attracting hordes. A shotgun blast will bring everything to your locale that's on the screen, and even some stuff that's off the edge. It seems to be something related specifically to vehicle noises and horns (and possibly house/car alarms.) Shin
  16. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I thought that might have something to do with it too - and it certainly might - but I was parked in that same position for the entire honk test, and had actually been there longer, just idling, before starting the test. I've had zombies come up to where I just was and stop entirely, and another couple further off (which were idling) begin to move towards me. Even though the first group was just within arms length of my vehicle, they wouldn't move any closer until the group further away got "closer". It's almost like there are too many actions queued up for the game to process at the same time. Before the zombie pathing was changed, the car horn used to bring everything on screen and a good chunk of off screen straight to my vehicle. Edit - This is with insane hordes on the older versions and in the recent screenshot. Shin
  17. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Horns and alarms seem to have too short of an activation range on the zombies. In the attached screenshot, I had been honking the white station wagon's horn for a minute (alternating between short and long bursts) and the zombies to the top and left of the screen hadn't moved at all. Somewhere off screen towards the bottom right, a house alarm went off, with no effect on them either. Shin
  18. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I took the OP's comment to mean there should be an alternator part in the vehicle. I tend to agree - I was surprised to see a "heater" part but no "alternator" part... Shin
  19. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    As an aside, I like the mechanic where the car key appears over your head when you approach the matching car. I'd like to see this extended to house keys at some point. Shin
  20. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Yep, I've had this happen MANY times (not finding a car floating in the air, but making one flip over like it) It can be finicky to reproduce, but the best way I've found is to park some where and leave the engine running, gather a horde to surround your car (like as many as are in the picture), and then try and drive off. Often the zombies will start to bounce you back and forth between them like a ping-pong ball, with each bounce gaining more momentum until your vehicle crushes a bunch of the zombies and flies off somewhere. Shin
  21. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    H still bound to BOTH horn and health panel. This is the third game where I've tried using the vehicle horn as a noise maker, and all of them failed horribly. Zombies just stand there a couple of meters away, staring at their feet. Shin
  22. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    As previously reported, the Laine's Automotive magazines are appearing as "Already Read" before being read. If this is hardcoded so that people can test their automotive mechanic skills, I'd suggest that you put the magazines in peoples inventory on character instantiation instead. It's confusing and annoying to find books flagged as read when you are pretty sure you haven't (ie it slows down looting.) Shin
  23. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    I disagree. I love the fact that you can leave an idling car in the middle of nowhere as a noise attractant. It does sound like there are still some performance issues they need to work on though. Shin
  24. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    Without knowing the code and design, it's silly to try and suggest a "better" set of features to be working on. It's important to keep in mind that RJ and the other devs have the roadmap; it's best to let them set the priorities as they see fit. Shin
  25. Shinjitsu noDeshi

    RELEASED: Vehicle Test 41

    So does this mean that there is a hard cap of 32768 zombies in the game? Shin