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Shinjitsu noDeshi

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Posts posted by Shinjitsu noDeshi

  1. Zombies can (now?) crawl under cars to reach you.

     

    I didn't see this mentioned in the patch notes - is this intentional? Was it added in a previous patch and I missed it?

     

    More importantly, if you take the wheels off the cars, does that prevent zombies from doing this?

  2. ** Cooked eggs are listed as an ingredient for salads and sandwiches, but you can't make them.

     

    I"m not seeing any way to be able to cook an egg. I've tried heating it on the stove (doesn't do anything), making a boiled egg (water in a saucepan/cooking pot doesn't let you make it.) Is this broken, or am I just being dense?

     

    ** Milk doesn't freeze in game.

     

    Shin

  3. Hm, maybe I misunderstood the OP?

     

    I took the OP to mean that if you want to be nimble and able to quickly turn/backup, you'd only have a defensive slap available (eg push but without being locked in place per current mechanics.) It wouldn't do any damage, but would block zombie grapples / damage and allow you to scoot out of range.

     

    The issue (to me at least) is the mechanics feel ... choppy? clunky? because of the stop, brace, push sequence. It's basically forcing the player into a lose/lose situation. Attack and allow to be attacked, or defend (push )and be rooted, also allowing you to be attacked.

     

    So to answer your question - probably don't need another mechanic, if you all are able to come up with a way to balance it a bit more towards the player. (LOL, I'm not sure if I'm even explaining it right, but I hope it clarifies a bit...)

     

    Maybe I'm in the minority on this, but I don't think so? The youtubers I watch seem to comment on the issue quite a bit (NoMiS and DrunkOnLife for example)

     

    Shin

     

     

  4. On 3/22/2020 at 2:05 PM, EnigmaGrey said:

    A zombie that doesn’t care about being on fire isn’t going to react the same way a person would to being slapped, in my mind.

    Physics doesn't care that the zombie doesn't feel pain.

     

    You slap something that doesn't anticipate being slapped and the force is going to off balance it. The critical concept here is the transfer of kinetic energy.

     

    Shin

  5. When attempting to activate *ANY* mod, the LuaManager throws exceptions and the game crashes, or returns to the main menu screen with no buttons or text (just the picture.)

     

    Here's a sample from the debuglog.txt where I only enabled one mod at random. This mod works because I've watched a streamer use it in their 41.31 playthrough's without any issues.

     

    [07-03-20 04:26:25.406] ERROR: General, 1583576785406> ExceptionLogger.logException> Exception thrown java.lang.IllegalStateException: couldn't find "D:\Games\Steam\SteamApps\workshop\content\108600\1844075722\mods\ExerciseV2\media\lua\client\ExerciseV2.lua" at LuaManager.LoadDirBase line:277..

     

    The "missing" file it's complaining about is indeed in the directory it's looking in.

     

    Shin

    07-03-20_04-25-37_DebugLog.txt

  6. The issue isn't whether it's a bug or not, low or high priority.

     

    It's that it was reported months ago - during the vehicle build - with reproducible steps, and it wasn't even acknowledged as an issue or not. If the QA team can't be bothered to say "Yep, got it" or, "Working as intended", or even "Nope, can't work on it now." then we're wasting our time reporting bugs. We are helping you guys out by identifying defects.

     

    BTW, 100% chance of something occurring, by definition means it's going to occur.

  7. Still present in build 40.43.

     

    Latest occurrence was waking up to zombies beating on an interior door at the McCoy factory, with sealed exterior entrances. No broken windows or doors, but 3 zombies magically inside.

  8. 5 hours ago, Batsphinx said:

    IWBUMS VERSION 40.21 RELEASED!

     

    Internal testers have also flagged a few issues that *might* be an issue on Linux and Mac, so if you’re on those platforms and the new IWBUMS beta isn’t behaving then please let us know.

     

    NEW

    • Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground)
    • Added more natural looking snow on the ground:
    • Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \
    • Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..)
    • Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join.
    • Added clear console command for client and server
    • Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation
    • Added debug menus for weather, climate, bodydamage and stats - which can be opened with shift-backspace: https://www.youtube.com/watch?v=h6KdrMqzHrE&feature=youtu.be&t=14
    • Added more climate modding options
    • Weather now affect chance of starting the car (specially on low quality engine, the colder, the harder is to start).
    • Added more filters to characters used in player usernames (, / @ $)

    FIXES

    • Fixed not being able to create new username.
    • Fixed removed unused import and leftover debug lines.
    • Fixed new players not being able to join server.
    • Fixed unnecassary 'ban steam id' when banuser is preferable
    • Fixed Coordinates parameter being used with 'add vehicle' command
    • Fixed wrong calcul in Nutritions values (it'll be now easier to gain more weight if eating high carbs or lipids food)
    • Fixed "Survived For" showing on the character screen if the player doesn't have a watch.
    • Fixed weight display from being a float to being an int (no more 80.14 but only 80.)
    • Fixed outside temperature from showing on vehicle dashboards. This became confusing when we also had the UI temperature showing.
    • Fixed server message command.
    • Fixed additem command. -u flag removed.
    • Fixed 'add vehicle' command not giving a vehicle to a player who hadn't included their name.
    • Fixed Banuser command
    • Fixed output from help command not being alphabetical
    • Fixed players not being able to execute commands if they have the correct rights.
    • Fixed wrong calcul in startEngine process.
    • Fixed multiple VehicleFailingToStart sounds playing.
    • Fixed DebugChunkState not rendering weather effects.
    • Fixed scaling of lines when zooming indoors.
    • Fixed some map issues: A house had a grass floor, a trailer had a TV on the same square as a kitchen counter, a building had no light switches in two upper floor rooms.
    • Fixed doors/radios/tvs/windows sometimes having different states on clients and the server.
    • Fixed ReleaseSafehouse command
    • Fixed and refactored Grant Admin and Remove Admin commands 
    • Fixed incorrect trunk size of vans with seats.
    • Fixed wrong calcul in chance of uninstalling part resulting in sometimes damaging the part where it should be impossible.
    • Fixed some ingredients left at -1 hunger reduction when adding them to a recipe.

     

    Nice!

     

    Clicking on the "Details" button brings up two version options at the top (39.67.5, 39.67.3) and the default text being displayed looks like it's the change list for one of those versions, not the IWBUMS version here.

     

    I'm assuming it's just a change log file that didn't get updated with the patch, but it'll probably cause some confusion on the part of users...

     

    Shin

     

     

  9. This issue is still present in IWBUMS 40.18.

     

    Perhaps it's a spawning problem? At the McCoy warehouse, I had a zombie appear in the manufacturing warehouse which I had cleared out and sealed off weeks prior to the party crasher appearing.

  10. Taking tires off of vehicles sometimes gives you the "pa-TING" breaking sound, and the durability of the tire goes down. This happened across multiple vehicle types - police cruiser (Chevalier Nyala),  Fossoil truck (Chevalier D6),  Chevalier Primani, Masterson Horizon.

     

    I am at Mechanic skill 1 (half way to 2), and checking the tire info box before trying to remove it shows that there should be no chance of breakage. When a break does happen, a 1% durability loss to the tire occurs.

     

    Battery, radio, and headlights (also reporting perfect chance) have no issues installing or uninstalling.

     

    Update -

    At mechanic skill 2+ seats were doing the same thing.

    At mechanic skill 3+ windows were doing the same.

     

    All previous breakages still occur even at higher levels. e.g. Tires are still randomly breaking at skill 3+.

    The only installed mod is the position mod.

     

    Shin

     

     

  11. 14 hours ago, Batsphinx said:

     

    Would you mind sharing some screenshots of what you're looking at in each instance? To be sure we're all in the same place?

    Sure thing.

     

    Reference: Steam 39.67.5 (with Cat's Eye perk. This is what I am used to and is easy for me to play with.)

    Spoiler

    180924-Lighting2a.thumb.jpg.a760962a9a783d55dedca656d4bf10bb.jpg

     

    Pitch Black: Steam IWBUMS 40.18 (with Cat's Eye perk)

    Spoiler

    180926-PitchBlack.thumb.jpg.1716f46ba5e3d498f0783ffc9c3523c0.jpg

     

    Normal: Steam IWBUMS 40.18 (with Cat's Eye perk - my current game)

    Spoiler

    180924-Lightinga.thumb.jpg.593a9f8235c74cebad9ec040fadcc55b.jpg

     

    Bright:  Steam IWBUMS 40.18 (with Cat's Eye perk)

    Spoiler

    180926-Bright.thumb.jpg.3798f0d5815f1a248a4b185c0a3de3f3.jpg

     

    Pitch Black: Steam IWBUMS 40.18 (NO perk. It seems the perk only adds a few additional lit squares?)

    Spoiler

    180926-PitchBlack-noCE.thumb.jpg.230695396667a661cb090715b5421e44.jpg

     

    Normal: Steam IWBUMS 40.18 (with Cat's Eye perk - my current game - Rainstorm - TAKEN AT NOON GAME TIME!)

    Spoiler

    180926-NormalMidDayRain.thumb.jpg.c3c07ac93499ad1eeb1134be2f6eb645.jpg

    HTH

  12. 26 minutes ago, EnigmaGrey said:

     

    I think you should be able to, yes. Copy over your sandbox file to the new save. It's in %UserProfile%\zomboid\sandbox\YourSaveFileHere

    It's called map_sand.bin.


    I do not think there's a separate one for climate at this time, so it should just work.

    I tried both "Bright" and "Pitch Black" to get a comparison of extremes with my reference screenshot. Both seemed to change the view to some degree, but putting it to bright didn't get me back to where I was hoping.

     

    I'm wondering now if it's more to do with how much light is put out from the light sources than the darkness itself...

     

    At any rate, thanks for the tips!

  13. 10 minutes ago, EnigmaGrey said:

    Have you tried changing the night brightness in Sandbox? Nights are supposed to be darker in the default game and, as Will says, they'll be much worse with shaders off (something we really can't recommend at this point).
     

    It won't a ffect the darkness of standing under a particularly black cloud, but those do go away after the storm begins to fade.

    So I've got "Darkness During Night: Normal" - I'll try setting it to "Bright." Is there a way to change it for an existing game?

     

    Thanks for the heads up on the setting

     

    Shin

  14. 15 hours ago, EnigmaGrey said:

    Like the "I have to play in survival, I can't play in sandbox that's not how the games meant to be played. Please make survival easier." threads all over again . . . 

    There's a huge difference between "This game's too hard, make it easier" and "Oh, just a black screen... huh, is the game running?"

     

    Quote

    We can't control your monitor in any way or tell how it'll behave with the game. 

    Yes you can, it's called a gamma setting, and no you can't, which is why it should be in PZ.

     

    Quote

    Now, I can't know your situation. So here's mine: I've had a visual impairment all my life. I have light sensitivity due to a lack of pigment in the back of my eyes.  I'm sitting not a foot and a half from a 38" ultra-widescreen ISP monitor at full blast. 

    I sympathize with you. As I've gotten older it's become more difficult to sit at the monitor and get stuff done. Some days the screen is fine, others it's way too dark. I'd think you, of all people, would want to have something in the game so you wouldn't have to adjust your monitors all the time. For me, I set my desktop brightness based on my work apps (development, browsing, etc.) and then fine tune each game as needed with the gamma setting.

     

    I'm not trying to step in the middle of a firefight here and take a bullet for one side or the other. I just want to be able to play my game with the brightness set at how it was before the weather update, without having to monkey with my monitor every time I want to fire up PZ.  I will simply stop playing if I can't figure out a work around - it's too dark at night, lights don't provide enough brightness, and the CatEyes perk seems worthless.

     

    Shin

  15. 57 minutes ago, Batsphinx said:

    Also, just to check, are any of the people who are finding it too dark playing with Shaders turned to 'Off'?

    I'm playing with "Shaders: Yes"

     

    #TeamTooDark ;)

     

    Shin

  16. 15 minutes ago, EnigmaGrey said:

    For games? Yeah, Most  I've owned don't let you control gamma.  Same thing for being unable to set the DPI of the application in-game, most instead rely on the OS's configuration. 

     

     

    Adobe/Visual Studio/IntelliJ don't care about the edge cases. They design for a specific target then leave the configuration up to everyone else. For years, you had to hack the registry to get increased UI elements in Photoshop, for example. 

     

    Exactly my point. They assume you have your monitor set to the brightness that's correct for you because they don't change the brightness during use.  PZ does.

     

    The reason you don't have to conduct registry hacks and change IRQ's any more is because it was a crappy user experience. People said "This sucks. Change it." 

     

    Maybe PZ will get the gamma setting dialed in - here's to hoping - but I doubt many people are going to change their monitor brightness for one game when it's set how they like it for every other app. I know I sure won't.

     

    Shin

     

     

     

     

  17. 1 minute ago, EnigmaGrey said:

    We'll no doubt address the effectiveness of lights at night, but because of the way the game's set up (a shader is applied after the lighting is drawn that sets the tint and ambience of the scene), it's not going to be a simple thing to address without diminishing other aspects of the weather build.

     

    The fog being too bright in rare instances or clouds being too dark is more a matter of personal taste and, in-game, is temporary. Clouds move, fog undulates and dissipates.  Fog at night has been minimized since your complaints and its effects have been toned down a bit. We're otherwise open to balancing and tweaking it as feedback comes in, to a point, with the understanding that this has to eventually be "done," released to a larger audience and may not be everything we want right away, nor perfect.

     

    This ignores that, again, we have no control over what anyone plays the game on and thus they may have to tweak their settings to their taste.

     

     

    I'm glad to hear this as an official response. Does this mean TIS intends to add a gamma setting? I really hope you aren't asking people to adjust their monitor brightness to compensate for one application...

     

    Could you imagine a developer having to up their brightness on their monitors every time they fired up Eclipse or Visual Studio, and then turn it back down to test their build? ;)

     

    Shin

  18. 1 hour ago, Bejasc said:

     

     

    It's not necessarily intended. The issue is that lights just don't illuminate like they used to anymore. You'll notice that car lights and flashlight are the same, it appears as if they don't do anything. 

    All TIS have said about this is that it's an unfortunate side effect of the new shades. They haven't shown any interest in doing anything about it, as this has been repprted/complained about since the first weather build. 

    The only "solution" was to make the whole scene brighter, IIRC. 

    Would be really nice to get a proper fix to this. The super bright fog, super dark nights, and non working lights have made it a much less enjoyable experience for me, and the only other input I've had so far is to adjust my monitor brightness..

     

    Well... that's discouraging to hear. :(

  19. 5 minutes ago, Burger_Time said:

    It's 2am. It's intended to be like that.

    It's intended to be significantly darker than prior versions? I didn't see that in the patch notes... Is darkness supposed to cover well lit indoor rooms too?

     

    Shin

     

     

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